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unknowngst

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  1. Ugh...fallen sick during hectic schedule... Anyway, v0.9 is released. The download can be found Here Contents as promised: 1) God spells now summons 3 minions to your side! Read the readme.txt about how to control them. 2) Major changes to spells.txt, which is originally planned to be released as v1.5. Whenever your CA kills an enemy, it will be thrown into the air, for more enjoyable kill-strikes, and all sorts of funny thing you can see when they land on barrels/stone/graves or other objects! 3) Improved weapon randomness! Previously, all weapons are under the same weapon pool. Since 1h weapons and melee weapons are the majority, you will rarely see ranged and other weapons. Now, weapons are grouped as: - 1h melee - 1h ranged - 2h melee - 2h ranged - shields - blowpipes (dryads only) - shadow-warripr special weapons (shadow warrior only) This list + dualwield will all have equal chance of appearing Additionally, as my first step towards balancing: - skills and stat bonuses are given to all heroes - dualwield skill and riding skill are given to all heroes to offset the penalty - All heroes have the same amount of CA now (9 each) for easier future balancing. A list of all CA the heroes will be spamming, is included in Readme.txt. I'll include it in the main post too. With all the aforementioned changes, I am strayed from my original plan of mod. Here's the changes, and why: A) No more dilemma! The God Spell method is quite satisfying for me, personally, so I decided to drop the Valkyrie/"Bugged Quest" method. B) No more v1.5 Since the God Spell method requires changing the spells.txt, I decided to tag it along with the "better ragdoll" skills changes in spells.txt, which is originally planned for v1.5 release. So, the only thing left for this mod is, in the order of priority: 1) Balancing spawned heroes and minions. Find a solution to Inquisitor AI. 2) Add more spawn points. 3) Try to spawn heroes in different skin/hairstyle and colors. For 1), I definitely need your feedback and help. I need your feedback if the heroes are underpowered or overpowered. I still can't understand why Inquisitor doesn't follow proper AI...it won't cast any spell no matter what AI I assign it to. I wish to avoid creating custom AI...but if there's no other option, then...oh well... For 2), I'll slowly add more spawn points as I progress in my Sacred 2 gameplay. For 3), it's not a top priority for me, but it can definitely spice things up even more! I haven't start looking into it, nor have I try anything...but if you know anything, please share! That's all for this time, enjoy!
  2. Well, I changed my mind about v0.9b. Previously: More spawn points, covers all major area in Ancaria. Now: A) Better weapon randomness! In v0.8b, all weapon/armor model with all color variation will appear...working great for the armor, but not so perfect for weapon. Because there's much more 1-hander and shields than 2-handers, and much more melee weapons than ranged weapons. They are all grouped together into one weapon pool. In v0.9b, weapons will be separated into different groups: 1h Melee, 1h Ranged, 2h Melee, 2h Ranged and Shield. Each group will now have equal chance of appearing They are now able to dualwield too. B) God Spells -> Summon hero companions spell! All God Spells will have the following changes: - Instead of doing what it originally does, it will now have all the effects of God Spell: Nature. - At the same time, you will get 3 heroes as your companion (Seraphim + Dryad + High Elf). - They will stay with you, until they are killed, or you left the game. - They will follow you around, and you can control them by doing SHIFT + Left Click (on monster = attack, on ground = move to). They act like your minions, so you can use (default keys) "/" and "\" to control their behavior. - The god spell cooldown time is reduced from 15mins to 5mins. - Whenever 1 or more of them died, you can cast the god spell again to summon all 3 of them again. So, it is possible to have maximum 5 companion at the same time. This is how it works: When all 3 are alive, casting God Spell again = nothing happens. When one or 2 out of the 3 died, casting God Spell again = sometimes you get +3 companions, sometimes nothing happen. When all 3 of them died, casting God Spell again = you will surely get 3 companions. - These companions are spawned with all weapon/armor/dualwield randomness like spawned heroes. - They are built for good survival rather than high damaging. Why? Because for normal monsters, your char should be able to handle them alone without any trouble, so there's no point adding any help to that. It's only in boss battle, that you need some help. So, in boss battle, they will serve as your mini-helper: distracting/debuffing/disabling and survive the battle, while you dish out damage. In boss battle, squishy companions will die in mere seconds, so it's just a waste...that's why I make them with high survivability, lower damage, but very frequent spell casting. So...that's for 0.9b, instead of more spawn points. I'll add more spawn points later. Who needs spawn points when you can summon your own hero companions anyway? I need to do some minor touch-up: 1) balacing stats of companion and spawned heroes. 2) adding proper skills and bonus to heroes and equipments. After I am done with these within a day or two (weekdays...not very free), I'll release v0.9b.
  3. Version Update: v0.8 released. Here Sept 17, 2011 - All 7 playable races are added. - Technical Data is removed as separate download. - True random armor and weapon, includes all possible armor and weapon variation . Since there's only silence I have decided on the God Spell way as the method to spawn companion heroes at player's side. This feature will be released as v1.5 later (much, much later...expect at least 2 or 3 weeks). Version plan unchanged, v0.9 will includes more spawn spot, and v1.0 will aim for skill/bonus balance of spawned heroes...it should be released within a week. I'll take my time, slowly update the first post, to includes more updated information, future plans, and progress status, along with detailed list of CA which is removed or added to spawned heroes. It will be done within 1 or 2 days. If you guys know of a better site/host to upload and share images directly on forum, please do share, thank you!
  4. An update on idea and progress: 1) All heroes are already added into game, they will be released in next update: v0.8 beta. Same spawn location, will include more later (planned in v0.9 beta). Currently, all heroes spawned are with CA but without any skills/bonuses and their weapons and armors are weak ones. I hope to achieve good balance in v1.0. 2) Up to v0.3 beta, all heroes spawn with random weapon and armor. However, the list of random weapon and armors only includes unique model, but the color always the same. In the next release: v0.8 beta, random weapon and armors will not only differ in model, but also colors and all variations (means, both color and model will be completely random). 3) I was troubled by wether creating a new class Valkyrie, or use "bugged quest" method to spawn heroes companion...Now, I have decided on this new method: Whenever you cast your God's Spell, - you will also receive 7 heroes companion (1 from each race), - they will all spawn with random weapon and armors, - they can cast all CA (maybe will remove some CA...not sure yet), - they will remain at your side until they are killed. There are several benefits in this method: I. I think very few players use God Spell...this will make God spell more useful, and make people will actually want to use it and level the Divine Spell skill ii. Unlike the "bugged quest way", you will be able to see heroes in different weapon and armors every time you use God Spell! But, here's the drawbacks: I. Since you can't spam god spells, if you get a random hero with weapon/armor you don't like, you need to wait a long time before you can try to get new one. ii. Unlike Valkyrie class idea (where heroes are actually buffs), you cannot mod God Spell, and you cannot unsummon them at will. Please let me know what you think: Which is better and why? A) New class Valkyrie? B) "Bugged quest" method as described in first post? C) God Spell? Anyway, this feature will be release in v1.5 beta TOGETHER with skills that can throw enemy into the air when enemy is killed by skill. Expect another week or so. Version plan: 0.8b = All heroes included, with true-random armor and weapon (both model and color variation). 0.9b = More spawn points, covers all major area in Ancaria. 1.0 = Heroes should be balanced with proper CA/Skills/Bonuses. Armor and weapons will remain for aesthetic value only, forever. Only CA/Skills/Bonuses matter. 1.1 to 1.4 = solves minor annoyances, adjusts spawn, fine-tuning balance. 1.5 = Make a decision on one method, among Valkryie/"Bugged Quest"/God-Spell. Release it with spell modification that can throw enemy into air when killed by skills. Yes, you will see the same effect on your spawned/summoned heroes when they kill anything. 1.6 - 1.9 = fine-tuning balances. 2.0f = Final release After which, ancient lurker (that's me) will creep back into its abyss once again... If everything goes well, v0.8 beta will be released in another 24 hours. EDIT: Imageshack.us seems to be a bad choice...anyone know a better place to upload my screenshots?
  5. ~~~~~ @Dragon Brother: Thanks for the suggestion, I already did as you suggested. BTW, in the first release, all the information is actually included in a README.TXT file inside the .zip file. I just didn't copy-and-paste them out ~~~~~ Anyway, my main purpose is to make the following announcement: I decided to release version 0.3 (HERE) for several reasons: Change-log: Sept 13 2011 v0.3 - Removed unnecessary scripts - Improved spawn location and density - Dryad is added - WEARGROUP_DRYADIN is added - Solved all known weird issues. Yup, Dryads are included (which means, all the uber ladies of Sacred 2 are done with ). Dryads are in the same faction as Seraphim. Removed some unnecessary/annoying CAs, in order to save your gaming resources. I'll include instructions to enable them back when all 7 heroes are added or when the beta versions are stablized. Improved the spawn loaction and density, also figured out most of the entire syntax of spawn.txt files (except 3 digits). Details will be included in the "Technical and Data Sharing" section later. Solved the two mysterious issues, after much trial-and-error: A) Need to change difficulty level when major script changed. [solved] This only happen if there's any change in the "script\shared" folder. Since this mod only changes those in "script\server", this will not happen. After version 0.7 beta stablized, I'll release a module that makes enemy "fly" when killed by CAs, which can be benefited by those "heroes" as well! Yup, you are not the only one who can "throw" monsters into the air! The spawned heroes can also benefited by this module. However, since this module requires changing the Spell.txt inside "script\shared" folder, this weird "bug" can happen, BUT there's already a perfectly fine work-around for it. Just load into a different difficulty -> save and load back to the previous difficulty level -> viola! everything is back to normal. You only need to perform this work-around ONCE everytime you change something in "script\shared" folder. B) Those Seraphim/Dryads at north of Clearview won't spawn sometimes. Need to teleport away and come back to get them spawn. [solved] This is due to my wrong understanding of spawn.txt, but in version 0.3, I already figured it out so this will not happen anymore. Thus, for now, I will remove these two known issue from the main post. Well, that's all!
  6. I decided to release the first beta version, Here mainly for testing purpose, and to show some proof-of-concept. This beta release ONLY includes Seraphim and High Elf. This beta release *DOES NOT* includes spell changes that will make enemy "fly" in air when killed by skills. I will make this a separate release later, after this first beta release is stable. I don't think there will be any bug/error, because it's all just script, nothing fancy. BUT, if you encounter any problem, please let me know! Again, please remember that: 1) This mod is intended for Sacred 2 Original + Expansion + CM Patch v130. 2) Backup your character save file and scripts as instructed! Refer to the map for the spawn location. Every essential info is included in the README.TXT. Random Details Seraphim belongs to good faction; High Elf belongs to evil faction. Seraphim will fight evil/wild monsters, including High Elf. High Elf will fight good/wild monsters, including Seraphim. So, to see them fighting each other, you can try to scout around the spawn point at north of Clearview. They spawn literally right-on-top of each other there. They all spawn with random weapons and armors, and can cast all CAs player casts. Some seraphim CAs are intentionally removed, due to several reasons as I mentioned in main thread. They all have a chance to resurrect ONCE (afterall, they are HEROES). There's a mix of mounted and unmounted heroes. Feedback If you successfully loaded and saw those heroes in action, you are welcome to post a screenshot or two! Press "P" to pause, turn your camera around for the best shot! Or keep tapping "P" to see all of them in slow-mo! Please let me know if you encounter any bug/error! In this release, I didn't consider balance issue at all. So probably they are overpowered, or maybe they are underpowered...not sure. Those randomly spawned weapons and armors are nothing special, their stats are low and I didn't give any special bonus to the heroes or monsters. Heck, I didn't even give them any skills or bonus yet, JUST CAs! But then...they can spam CA as if there's no cooldown...so maybe they are still overpowered. Let me know what you think, I hope to achieve fine balance around version 1.0 (out of beta). Please also let me know if you encounter the following weird bugs as I do: - Seraphim and High Elf near Clearview portal (far north of Thylisium) does not spawn immediately upon loading. I need to teleport to somewhere else, or move away far enough, THEN ONLY travel back to the spawn location, otherwise they won't spawn. No such problem for those spawns at Northwest of Monastery of Light. - SOMETIMES, not always, whenever I did some major scripting changes, I need to switch to a different difficulty level first, otherwise my character can't move. I only need to switch difficulty once, after that everything will be back to normal. Progress Plan The next release will includes all seven races of hero. I plan to release such a version this weekend. But before that, I wish to review player's feedback and see if there's any major bug/error/balance issue. After this release is stablized, I'll release the major version with all seven races of hero. The future "future plan", is to release the spell changes which will knock enemy off in the air if they are killed by skills. It is MUCH COOLER than just "lumps and dies on spot". So please provide me with as many feedback as possible, so that I can solve them as soon as possible. That's all. Thank you, and hope you are able to enjoy this mod!
  7. [MOD] Age of Heroes (Beta) - All-in-one pack View File July 2018 -- Updated for compatibility with CM Patch 1.60 by Flix The following descriptions are the same as the README.TXT included in the download) Sacred 2 Mod: Age of Heroes V0.9c Forum thread: http://darkmatters.org/forums/index.php?/topic/19414-sacred-2-age-of-heroes-mod/ (Changelogs will be maintained in forum thread) =========== Requirments =========== 1) CLIENT VERSION: Ice & Blood v2.65.x 2) CM Patch: v160 Additional Note: This mod *WILL NOT* replace any existing item/texture/creature/whatever. It will only *ADD STUFF* on top of whatever already existed. This mod is intended for Sacred 2 Original + Expansion + CM Patch v160. Not guarantee to work if any additional mods are installed. If this installtion doesn't work due to other mod installed, then please wait another week or so, until I release step by step instruction to add this mod, without conflicting with any other mod. =========== Description =========== As the title suggested, this mod aims to fill Ancaria with heroes (the 7 playable races/classes)...you are not alone anymore! This purpose is achieved by: 1) Spawning additional monsters throughout Ancaria, in disguise of heroes. 2) Heroes are summoned to fight alongside with you, as your minions, whenever Godspell is casted. ============== Spawned Heroes ============== Heroes will be spawned at chosen major locations throughout Ancaria. They will be spawned with random equipments of random color and random models. Those randomly spawned weapons and armors all have the same stats and do not form any set bonus. As of this release, the random equipments cover ALL model and color variation exists in Sacred 2 + Expansion + CM Patch v130 (according to itemtypes.txt). They will be either spawned with mount, or on-foot. All heroes have skills that reduce dualwield penalty. All heroes have skills that reduce mounted penalty. All these heroes will have CHANCE to resurrect for ONCE. After all, they are heroes! They are able to use majority of the CA, some are excluded for various reasons. Detailed list of all CA available to all heroes can be found in "Additional Notes" section. Example 1: Since AI can't switch weapons, BeeEffGee is removed because it is just a waste of casting. Example 2: Since AI can spam spell, those buffs that decrease regens are removed. Example 3: Some CA will cause bug (Instill Belief will make everyone at peace with everyone else); Example 4: Some CA uses up too much resources... In this release, heroes have the following relationships: "Good" Heroes: Seraphim, Temple Guardian, Dryad. "Chaos" Hero: Dragon Mage. "Evil" Heroes: Inquisitor, Shadow Warrior, High Elf. Good heroes will attack wild monster, Evil Heroes, Chaos Hero, and Evil Player. Chaos hero will attack everyone, except other Chaos hero. Evil heroes will attack wild monster, Good Heroes, Chaos Hero, and Good Player. It is *HIGHLY RECOMMENDED* that you try this mod out in BRONZE difficulty FIRST! After you tried it out in BRONZE, slowly increase the difficulty level to the one you are able to handle. Please, I insist...don't come crying if you lose your hardcore character! They spam spells like crazy. ============== Spawn Location ============== Refer to the "Spawn Location.jpg" file. The big WHITE circle on the bottom right = Thylisium. There are 2 RED circle, 2 GREEN circle, and 2 YELLOW circle. One set at the middle left of the screen, another set at the upper right. GREEN = Good heroes. YELLOW = Chaos heroes. RED = Evil heroes. Notice that all the spawn locations are near Portals, for your convenience. ================ God Spell Heroes ================ God Spell is one of the least used spell... This mod will incur the following changes to God Spell: - All God Spells are changed to have the same effects of God Spell: Nature. - All God Spells' cooldown is reduced from 15mins to 5mins. - Whenever you cast God Spell, three heroes will be summoned to your side as your minion. Seraphim + High Elf + Dyrad. - You can control these minions by using Shift + Left Click on monsters. - You can also change their behavior using "\" or "/" (default keys). - They will stay with you until they are killed, or you exit game. - They will spawn with random armors and weapons. - They are on-foot only. (If you wish, you can make them mounted, but it requires changing Creature.txt) - They spam spells like spawned heroes. - Whenever 0 out of 3 is killed, casting God Spell will not add any minion. - Whenever 1 or 2 out of 3 is killed, casting God Spell MAYBE/MAYBE NOT add 3 minions. So it is possible to have maximum of 5 minions at a time. - Whenever 3 out of 3 is killed, casting God Spell will certainly add 3 minions. These minions are designed to be: - stronger than normal monsters, but weaker than elite monsters. - slightly higher survivability, weak damage but spam spells. Reasoning: For normal/elite monsters, you alone should be strong enough already... So, they are just there for some fun, not to help out too much. You can just use them to slaughter normal monsters, and maybe help out a little whenever there's some elite. For boss battles, low survivability minions are useless, they die very quickly after you summon them. So these minions are designed to be able to survive longer, and spam spells to help you debuff/disable the boss. They don't deal very high damage, so that you are still the main actor. ================= Changes to Spells ================= All spells which deal damage on enemy, will have an additional effect: If an enemy is killed by a spell, it will be thrown into the air for a brief moment, for better ragdoll effect! (just like Titan Quest!) ============ Installation ============ 1) Backup your heroes save files! 2) Browse to [sacred 2 installation directory]\scripts\. 3) Backup the following files: - server\blueprint.txt - server\creatures.txt - server\equipsets.txt - server\spawn.txt - server\weaponpool.txt - shared\spells.txt 4) Overwrite the original files with the files included in "Install Scripts" folder. That's all! ***DON'T LOG INTO GAME YET*** ***READ POSSIBLE PROBLEM SECTION*** ================ Possible Problem ================ Due to major changes and overwriting of "shared\spells.txt", the first time loading after this installation, will be slightly longer. Mileage might vary according to your computer spec. Due to major changes and overwriting of "shared\spells.txt", MAYBE/MAYBE NOT you will encounter the following "weirdness": After you log into game, none of the monsters/npcs/characters can move. This is the solution: After installation, DO NOT play the game using the same difficulty. Example, if you are now in SILVER difficulty, just change it to BRONZE or anything else except SILVER. You will be able to load successfully into game and everything will be fine. After that, just "Save and Exit", and log back to your desired difficulty. You only need to do this ONCE, no matter how many different characters you have, no matter how many difficulty you have unlocked, no matter whatever... only one time, and everything can be proceeded like normal. That's all for the weirdness. Please refer to "Feedback" section if you encounter anything more than this. =========== Known Issue =========== All heroes will cast CA whenever they can, except one class: Inquisitor. I am unable to find an existing AI that will make it cast any CA. I need to create a custom AI to make it cast CA, which will be included in future release. ======== Feedback ======== Your feedback is very important to me! I need to know if you encounter any problem or error, so that my mod will not waste other player's time! I'll try to fix all bug as soon as possible, but usually I am not available until weekends If you successfully loaded and saw those heroes in action, you are welcome to post a screenshot or two! Press "P" to pause, turn your camera around for the best shot! Or keep tapping "P" to see all of them in slow-mo! Please post your bug report at the following thread: http://darkmatters.org/forums/index.php?/topic/19414-sacred-2-age-of-heroes-mod/ Suggestions and comments are welcome too! Or, if you need some small tweaks, you can ask and I'll try to include it in the main forum thread, so that everyone will be benefited. ================ Additional Notes ================ In this release, I have added some skills/bonuses to all spawned heroes and minions. But I am not sure if they are "balanced". So probably they are overpowered, or maybe they are underpowered...not sure. Let me know if you feel they are too strong or too weak. I hope to achieve fine balance around version 1.0 (out of beta). Following is the list of CA available to heroes (9 CAs each): Seraphim: Pelting Strikes Assailing Somersault Dashing Alacrity Baneful Smite Radiant Pillar Hallowed Restoration Archangel's Wrath Flaring Nova Divine Protection Shadow Warrior: Demonic Blow Scything Sweep Ruinous Onslaught Rousing Command Frenzied Rampage Belligerent Vault Augmenting Guidon Spectral Hand Shadow Veil Dryad: Darting Assault Forest Flight Dust Devil Ravaged Impact Twisted Torment Black Curse Edaphic Lances Tangled Vine Goldenglade Touch High Elf: Ancestral Fireball Blazing Tempest Incendiary Shower Frost Flare Glacial Thorns Raging Nimbus Cascading Shroud Cobalt Strike Shadow Step Inquisitor: Callous Execution Ruthless Mutilation Frentic Fervor Levin Array Clustering Maelstorm Raving Thrust Dislodged Spirit Inexorable Subjugation Eruptive Desecration Temple Guardian: Dedicated Blow Battle Extension Deathly Spears Amplifying Discharge Furious Emblazer Jolting Touch Archimedes Beam Propelled Levitation Primal Mutation Dragon Mage: Dragon Strike Eternal Fire Destroyer Gust of Wind Magic Barrier Tornado Mind Strike Energy Blaze Maelstorm ============ Version Plan ============ 1.0 Heroes should be balanced with proper CA/Skills/Bonuses. Add/Adjust spawn points. 1.1 to 1.9 Solves minor annoyances, add/adjusts spawn, fine-tuning balance. 2.0f Final release. After which, ancient lurker (that's me) will creep back into its abyss once again... Submitter unknowngst Submitted 09/12/2011 Category Community Patch  
  8. Version 0.9

    1,749 downloads

    July 2018 -- Updated for compatibility with CM Patch 1.60 by Flix The following descriptions are the same as the README.TXT included in the download) Sacred 2 Mod: Age of Heroes V0.9c Forum thread: http://darkmatters.org/forums/index.php?/topic/19414-sacred-2-age-of-heroes-mod/ (Changelogs will be maintained in forum thread) =========== Requirments =========== 1) CLIENT VERSION: Ice & Blood v2.65.x 2) CM Patch: v160 Additional Note: This mod *WILL NOT* replace any existing item/texture/creature/whatever. It will only *ADD STUFF* on top of whatever already existed. This mod is intended for Sacred 2 Original + Expansion + CM Patch v160. Not guarantee to work if any additional mods are installed. If this installtion doesn't work due to other mod installed, then please wait another week or so, until I release step by step instruction to add this mod, without conflicting with any other mod. =========== Description =========== As the title suggested, this mod aims to fill Ancaria with heroes (the 7 playable races/classes)...you are not alone anymore! This purpose is achieved by: 1) Spawning additional monsters throughout Ancaria, in disguise of heroes. 2) Heroes are summoned to fight alongside with you, as your minions, whenever Godspell is casted. ============== Spawned Heroes ============== Heroes will be spawned at chosen major locations throughout Ancaria. They will be spawned with random equipments of random color and random models. Those randomly spawned weapons and armors all have the same stats and do not form any set bonus. As of this release, the random equipments cover ALL model and color variation exists in Sacred 2 + Expansion + CM Patch v130 (according to itemtypes.txt). They will be either spawned with mount, or on-foot. All heroes have skills that reduce dualwield penalty. All heroes have skills that reduce mounted penalty. All these heroes will have CHANCE to resurrect for ONCE. After all, they are heroes! They are able to use majority of the CA, some are excluded for various reasons. Detailed list of all CA available to all heroes can be found in "Additional Notes" section. Example 1: Since AI can't switch weapons, BeeEffGee is removed because it is just a waste of casting. Example 2: Since AI can spam spell, those buffs that decrease regens are removed. Example 3: Some CA will cause bug (Instill Belief will make everyone at peace with everyone else); Example 4: Some CA uses up too much resources... In this release, heroes have the following relationships: "Good" Heroes: Seraphim, Temple Guardian, Dryad. "Chaos" Hero: Dragon Mage. "Evil" Heroes: Inquisitor, Shadow Warrior, High Elf. Good heroes will attack wild monster, Evil Heroes, Chaos Hero, and Evil Player. Chaos hero will attack everyone, except other Chaos hero. Evil heroes will attack wild monster, Good Heroes, Chaos Hero, and Good Player. It is *HIGHLY RECOMMENDED* that you try this mod out in BRONZE difficulty FIRST! After you tried it out in BRONZE, slowly increase the difficulty level to the one you are able to handle. Please, I insist...don't come crying if you lose your hardcore character! They spam spells like crazy. ============== Spawn Location ============== Refer to the "Spawn Location.jpg" file. The big WHITE circle on the bottom right = Thylisium. There are 2 RED circle, 2 GREEN circle, and 2 YELLOW circle. One set at the middle left of the screen, another set at the upper right. GREEN = Good heroes. YELLOW = Chaos heroes. RED = Evil heroes. Notice that all the spawn locations are near Portals, for your convenience. ================ God Spell Heroes ================ God Spell is one of the least used spell... This mod will incur the following changes to God Spell: - All God Spells are changed to have the same effects of God Spell: Nature. - All God Spells' cooldown is reduced from 15mins to 5mins. - Whenever you cast God Spell, three heroes will be summoned to your side as your minion. Seraphim + High Elf + Dyrad. - You can control these minions by using Shift + Left Click on monsters. - You can also change their behavior using "\" or "/" (default keys). - They will stay with you until they are killed, or you exit game. - They will spawn with random armors and weapons. - They are on-foot only. (If you wish, you can make them mounted, but it requires changing Creature.txt) - They spam spells like spawned heroes. - Whenever 0 out of 3 is killed, casting God Spell will not add any minion. - Whenever 1 or 2 out of 3 is killed, casting God Spell MAYBE/MAYBE NOT add 3 minions. So it is possible to have maximum of 5 minions at a time. - Whenever 3 out of 3 is killed, casting God Spell will certainly add 3 minions. These minions are designed to be: - stronger than normal monsters, but weaker than elite monsters. - slightly higher survivability, weak damage but spam spells. Reasoning: For normal/elite monsters, you alone should be strong enough already... So, they are just there for some fun, not to help out too much. You can just use them to slaughter normal monsters, and maybe help out a little whenever there's some elite. For boss battles, low survivability minions are useless, they die very quickly after you summon them. So these minions are designed to be able to survive longer, and spam spells to help you debuff/disable the boss. They don't deal very high damage, so that you are still the main actor. ================= Changes to Spells ================= All spells which deal damage on enemy, will have an additional effect: If an enemy is killed by a spell, it will be thrown into the air for a brief moment, for better ragdoll effect! (just like Titan Quest!) ============ Installation ============ 1) Backup your heroes save files! 2) Browse to [sacred 2 installation directory]\scripts\. 3) Backup the following files: - server\blueprint.txt - server\creatures.txt - server\equipsets.txt - server\spawn.txt - server\weaponpool.txt - shared\spells.txt 4) Overwrite the original files with the files included in "Install Scripts" folder. That's all! ***DON'T LOG INTO GAME YET*** ***READ POSSIBLE PROBLEM SECTION*** ================ Possible Problem ================ Due to major changes and overwriting of "shared\spells.txt", the first time loading after this installation, will be slightly longer. Mileage might vary according to your computer spec. Due to major changes and overwriting of "shared\spells.txt", MAYBE/MAYBE NOT you will encounter the following "weirdness": After you log into game, none of the monsters/npcs/characters can move. This is the solution: After installation, DO NOT play the game using the same difficulty. Example, if you are now in SILVER difficulty, just change it to BRONZE or anything else except SILVER. You will be able to load successfully into game and everything will be fine. After that, just "Save and Exit", and log back to your desired difficulty. You only need to do this ONCE, no matter how many different characters you have, no matter how many difficulty you have unlocked, no matter whatever... only one time, and everything can be proceeded like normal. That's all for the weirdness. Please refer to "Feedback" section if you encounter anything more than this. =========== Known Issue =========== All heroes will cast CA whenever they can, except one class: Inquisitor. I am unable to find an existing AI that will make it cast any CA. I need to create a custom AI to make it cast CA, which will be included in future release. ======== Feedback ======== Your feedback is very important to me! I need to know if you encounter any problem or error, so that my mod will not waste other player's time! I'll try to fix all bug as soon as possible, but usually I am not available until weekends If you successfully loaded and saw those heroes in action, you are welcome to post a screenshot or two! Press "P" to pause, turn your camera around for the best shot! Or keep tapping "P" to see all of them in slow-mo! Please post your bug report at the following thread: http://darkmatters.org/forums/index.php?/topic/19414-sacred-2-age-of-heroes-mod/ Suggestions and comments are welcome too! Or, if you need some small tweaks, you can ask and I'll try to include it in the main forum thread, so that everyone will be benefited. ================ Additional Notes ================ In this release, I have added some skills/bonuses to all spawned heroes and minions. But I am not sure if they are "balanced". So probably they are overpowered, or maybe they are underpowered...not sure. Let me know if you feel they are too strong or too weak. I hope to achieve fine balance around version 1.0 (out of beta). Following is the list of CA available to heroes (9 CAs each): Seraphim: Pelting Strikes Assailing Somersault Dashing Alacrity Baneful Smite Radiant Pillar Hallowed Restoration Archangel's Wrath Flaring Nova Divine Protection Shadow Warrior: Demonic Blow Scything Sweep Ruinous Onslaught Rousing Command Frenzied Rampage Belligerent Vault Augmenting Guidon Spectral Hand Shadow Veil Dryad: Darting Assault Forest Flight Dust Devil Ravaged Impact Twisted Torment Black Curse Edaphic Lances Tangled Vine Goldenglade Touch High Elf: Ancestral Fireball Blazing Tempest Incendiary Shower Frost Flare Glacial Thorns Raging Nimbus Cascading Shroud Cobalt Strike Shadow Step Inquisitor: Callous Execution Ruthless Mutilation Frentic Fervor Levin Array Clustering Maelstorm Raving Thrust Dislodged Spirit Inexorable Subjugation Eruptive Desecration Temple Guardian: Dedicated Blow Battle Extension Deathly Spears Amplifying Discharge Furious Emblazer Jolting Touch Archimedes Beam Propelled Levitation Primal Mutation Dragon Mage: Dragon Strike Eternal Fire Destroyer Gust of Wind Magic Barrier Tornado Mind Strike Energy Blaze Maelstorm ============ Version Plan ============ 1.0 Heroes should be balanced with proper CA/Skills/Bonuses. Add/Adjust spawn points. 1.1 to 1.9 Solves minor annoyances, add/adjusts spawn, fine-tuning balance. 2.0f Final release. After which, ancient lurker (that's me) will creep back into its abyss once again...
  9. It's fine, don't worry about it, I'll be using .zip to save network traffic Anyway, it will take me another weekend to finish with: 1) extracting all the WEARGROUP_[RACE] from itemtypes 2) create blueprints 3) create weaponpool 4) create equipsets 5) create hero creatures with appropriate mounts and CAs 6) create appropriate factions 7) create spawns at appropriate places Item 1) to 6) is easy, but 7) is a major pain...there's just too many places! Currently, I'll need to hop on a mount, travel to the desired place, and then use Console -> PRINT MOUNTINFO to know where I am standing...then I'll need to figure out the appropriate layermap_id value to set in spawn.txt. It seems that the layermap_id is important, because a value too high or too low = no monster spawn. Would be nice if anyone can suggest a faster/better way to add spawn? Does anyone know exactly what layermap_id means? It seems that >= 4 is some atmosphere spawns, such as rabbit/ribbit/crow/those small harmless animals. Never seen <1, but 1-3 is common. I have also started looking into spawning monsters with random skin color, random hairstyles and color...but no luck so far
  10. Hmm...tried to upload Excel Sheet, but not allowed. I'll upload as .txt, then ask the users to rename it to .xls instead after download. I hope this circumvention is not against the rule EDIT: Changed my mind...since .zip is allowed, I should compress all the files first before I upload them, it will save a lot of network traffic.
  11. Screenshot update: Lively battle field with just Seraphim + High Elf My aim is to add one race per day.
  12. Curent released version: v0.9 Beta Download Anouncement Post Change-log: Intro-Screenshots Preface Note This is a work-in-progress. I am only able to "work" on weekends, so don't expect rocketing progress. I make this mod on an important principle: PURE TEXT CHANGE. I will NOT modify any of those texture file, or includes more texture, or whatsoever. I intend of achieve all these by only modifying script files. If any of the desired effect REQUIRES editing anything more than script/text files, I'll kiss-it-a-goodbye. For best compatibility, please install latest CM Patch (currently v130). I see no reason why you don't use CM Patch for a much better Sacred 2. However, I intend to make these mods work regardless if CM Patch is installed. To achieve this purpose, this is what I am going to do: 1) Instead of releasing entire mod in one single patch, I will group them into separate modules. 2) Each modules will come with its own installation steps (mainly just cut-and-paste, and changing some IDs). Scrapped, and only upon request...this game is 5-years-old, I doubt anyone will be interested. Overview As the title suggested, this mod aims to fill Ancaria with heroes (the 7 playable races/classes)...you are not alone anymore! This purpose is achieved by: 1) Spawning additional monsters throughout Ancaria, in disguise of heroes. 2) Heroes are summoned to fight alongside with you, as your minions, whenever Godspell is casted. Spawned Heroes Heroes will be spawned at chosen major locations throughout Ancaria. They will be spawned with random equipments of random color and random models. Those randomly spawned weapons and armors all have the same stats and do not form any set bonus. They will be either spawned with mount, or on-foot. As of this release, the random equipments cover ALL model and color variation exists in Sacred 2 + Expansion + CM Patch v130 (according to itemtypes.txt). All heroes have skills that reduce dualwield penalty. All heroes have skills that reduce mounted penalty. All these heroes will have CHANCE to resurrect for ONCE. After all, they are heroes! They are able to use majority of the CA, some are excluded for various reasons. Example 1: Since AI can't switch weapons, BeeEffGee is removed because it is just a waste of casting. Example 2: Since AI can spam spell, those buffs that decrease regens are removed. Example 3: Some CA will cause bug (Instill Belief will make everyone at peace with everyone else); Example 4: Some CA uses up too much resources... List of CA Available to Heroes (Each hero has 9 CAs): Heroes have the following relationships: "Good" Heroes: Seraphim, Temple Guardian, Dryad. "Chaos" Hero: Dragon Mage. "Evil" Heroes: Inquisitor, Shadow Warrior, High Elf. Good heroes will attack wild monster, Evil Heroes, Chaos Hero, and Evil Player. Chaos hero will attack everyone, except other Chaos hero. Evil heroes will attack wild monster, Good Heroes, Chaos Hero, and Good Player. It is *HIGHLY RECOMMENDED* that you try this mod out in BRONZE difficulty FIRST! After you tried it out in BRONZE, slowly increase the difficulty level to the one you are able to handle. Please, I insist...don't come crying if you lose your hardcore character! They spam spells like crazy. God Spell Heroes God Spell is one of the least used spell... This mod will incur the following changes to God Spell: - All God Spells are changed to have the same effects of God Spell: Nature. - All God Spells' cooldown is reduced from 15mins to 5mins. - Whenever you cast God Spell, three heroes will be summoned to your side as your minion. Seraphim + High Elf + Dyrad. - You can control these minions by using Shift + Left Click on monsters. - You can also change their behavior using "\" or "/" (default keys). - They will stay with you until they are killed, or you exit game. - They will spawn with random armors and weapons. - They are on-foot only. (If you wish, you can make them mounted, but it requires changing Creature.txt) - They spam spells like spawned heroes. - Whenever 0 out of 3 is killed, casting God Spell will not add any minion. - Whenever 1 or 2 out of 3 is killed, casting God Spell MAYBE/MAYBE NOT add 3 minions. So it is possible to have maximum of 5 minions at a time. - Whenever 3 out of 3 is killed, casting God Spell will certainly add 3 minions. These minions are designed to be: - stronger than normal monsters, but weaker than elite monsters. - slightly higher survivability, weak damage but spam spells. Reasoning: For normal/elite monsters, you alone should be strong enough already... So, they are just there for some fun, not to help out too much. You can just use them to slaughter normal monsters, and maybe help out a little whenever there's some elite. For boss battles, low survivability minions are useless, they die very quickly after you summon them. So these minions are designed to be able to survive longer, and spam spells to help you debuff/disable the boss. They don't deal very high damage, so that you are still the main actor. Changes to Spells All spells which deal damage on enemy, will have an additional effect: If an enemy is killed by a spell, it will be thrown into the air for a brief moment, for better ragdoll effect! (just like Titan Quest!) Known Issues A) Stubborn Inquisitor! All heroes will cast CA whenever they can, except one class: Inquisitor. I am unable to find an existing AI that will make it cast any CA. I need to create a custom AI to make it cast CA, which will be included in future release. B) One time deal Due to major changes and overwriting of "shared\spells.txt", the first time loading after this installation, will be slightly longer. Mileage might vary according to your computer spec. Due to major changes and overwriting of "shared\spells.txt", MAYBE/MAYBE NOT you will encounter the following "weirdness": After you log into game, none of the monsters/npcs/characters can move. This is the solution: After installation, DO NOT play the game using the same difficulty. Example, if you are now in SILVER difficulty, just change it to BRONZE or anything else except SILVER. You will be able to load successfully into game and everything will be fine. After that, just "Save and Exit", and log back to your desired difficulty. You only need to do this ONCE, no matter how many different characters you have, no matter how many difficulty you have unlocked, no matter whatever... only one time, and everything can be proceeded like normal. That's all for the weirdness. Please refer to "Feedback" section if you encounter anything more than this. Current Research If you already know how to solve, you are welcome to teach! Progress Technical and Data Sharing (This section is on-hold. This game is 5-years-old and I doubt people will be interested anymore.) Mod Modules (This section is on-hold. This game is 5-years-old and I doubt people will be interested anymore.) Scrapped Ideas (Recycle Bin) Version Plan 1.0 Heroes should be balanced with proper CA/Skills/Bonuses. Add/Adjust spawn points. 1.1 to 1.9 Solves minor annoyances, add/adjusts spawn, fine-tuning balance. 2.0f Final release. After which, ancient lurker (that's me) will creep back into its abyss once again... - End of Post -
  13. It has been awhile...I was on my quest to find a way to hurl enemy further away when dead... My quest failed. YET, my journey brought surprisingly pleasant results. In short, At the begining of my journey, I was a lone seraphim fighting mundane monsters, which looks just the same boring way from one region to the next. At the end of my failed quest, I ended up with a mod that: 1) Spawns seraphims (a mix of mounted and on-foot) at any chosen places. 2) Each one of these seraphims will wear totally random armors and weapons (including bunny ears, jester's hat...anything). 3) They can be made [vs me and vs monster], [vs me only] or [vs monsters only]. Ancaria has been boring with a lone hero...I have plans to expand this mod to includes all classes, PLUS a new class called Valkyrie (yes, the idea is from Valkyrie Profile...a summoner of fallen heroes). The basic idea is a class that can summon up to 3 different race (no repeating race), with major abilities to buff/heal those summons, while debuffing/disable enemies with crowd-control skills, plus some survival skills like "jump"/"hide" and very basic damage skills. Every time you summon a race, it will also wear random armor+weapon. Imagine: You cast Light Pillar with mod that pulls enemies to the center of pillar, and your summoned High Elf + Dragon Mage + Inquisitor casting some Area of Effect spells right in the middle of pillar! Ancaria can be made so much more interesting with Seraphim+Inquisitor+High Elf+Dryad+Shadow Warrior+Dragon Mage+Temple Guardian fighting each other on the map AT THE SAME TIME, and you yourself being the hero summoning your own Seraphim+Inquisitor+High Elf+Dryad+Shadow Warrior+Dragon Mage+Temple Guardian joining the fight So...I guess I can live without "hurling enemy further away", because this mod can be much more fun than that I failed this quest, but began a more interesting one. This thread can be closed already. More info about the mod can be found here: [MOD] Age of Heroes (Ancaria's Most Chaotic Era)
  14. Rejoice! Fellow Ancarian, Hours of perusing and delibating over the ancient tomes and scrolls have revealed a secret art most terrific! Aye, as ye might have guessed, my journey in search for The Holy Grail of Ragdoll has bare thou fruits - nay, the TRUE Holy Grail of Ragdoll has yet to be found -- but WAIT! A replica that can produce the same result has been found...with a tweeny tiny bit of "catch" (which I'll mention in the end). Here's the juice: It is rather simple I had some background knowledge of all those .txt files in the script folder. And then I read about this thread: http://darkmatters.org/forums/index.php?/topic/18337-modifying-combat-arts-and-understanding-flags-spellstxt/page__st__20 And a light-bulb pops above my head! Here's the general concept: I just need to apply the skill effect that HURLS/PUSHBACK enemy to the skills that I want, and the game engine will take care of the rest with its already-existing ragdoll system! And how to make that happen? Simple, here's the step: 1) Go to [sacred 2 installation directory]\scripts\shared\spells.txt (open it with notepad or any text editor). 2) I will use Seraphim's Baneful Smite as example. Refer to this link for the skill name you want to change: http://darkmatters.org/forums/index.php?/topic/18337-modifying-combat-arts-and-understanding-flags-spellstxt/page__view__findpost__p__6902263 From the link above, Baneful Smite = "se_cm_blitz". 3) Search for keyword "se_cm_blitz" (without the quotes). 4) This is what you will see: 5) Now, we need to add 1 more line after the line starts with "entry9" as "entry10" (the 11th effect of the skill). COPY the entire "entry9" line, STARTING FROM THE LEFTMOST EMPTY SPACE (because there're two Tab character in front) UNTIL THE VERY END OF THIS LINE. 6) Hit [Enter] at the end of "entry9" line, and paste what you have copied. Now, this should be what you are looking at: 7) Now, edit the last line, make them look like this 8) Yup, that's it! Save your file, *READ THE UNDERLINED SECTION OF THIS POST FIRST*, go into game, and start hitting enemy with this skill. If this skill is the skill that kills them, they will fly in the air for a brief while, and you will see the ragdoll effect, instead of just "lump, lay down and die"! Try it out with one skill first, and if it is satisfactory, apply it to every other skills that make sense! This effect can even apply for those Area of Effect skills, such as Flaring Nova! Now, instead of just "lump and die" within the Nova, enemies will be thrown in the air and away from the center of Nova! I applied this effect to the following Seraphim skills: They all work wonderously! PLEASE, only apply this to those skills that MAKE SENSE. Example, DO NOT apply this skill for Divine Protection or Hallowing Restoration! It may or may not break the game! Now, as I said, this is not the TRUE Holy Grail. Why? Here's the *catch*: 1) After applying the patch, when I loaded up my character, I found that my character can't move, neither can the monsters...can't do anything at all. BUT, I found a solution: simply choose a different difficulty to load. Example, if your character is now in Silver level/difficulty, simply load into Bronze level/difficulty. Any level/difficulty will do, just load into a different one than your current save...and VIOLA! Your character can move again, and everything else will be back to the normal PLUS all those changes you just made Yup, that's all the *catch*...it's really nothing big, just a small annoyance. You can simply "Save and Exit" -> Go back to your previous level -> continue enjoying the game You will only need to do this ONCE. Once you have done it, subsequent load will not break the game anymore I am not sure why, neither did I try to find out...but my guess is: something to do with "cache" (the game is remembering something old, thus anything new will "break" it. But by loading a different level/difficulty, it kinda "refreshes" the game. 2) Here's the warning and disclaimer: - The aforementioned *catch* is what observed by me...and I have tested the game for 2 hours without any crashes/difference/error...BUT again, it's just me, I am not sure whether the same thing will happen to everyone, so apply all the changes at your own risk! BUT, please post here if you notice any other weirdness/error, share your joy and trouble with everyone, and perhaps you will be rewarded - BACKUP YOUR FILES FIRST! By that, I mean whatever files you have changed, and YOUR SAVE FILE (just in case). MAYBE, just a BIG MAYBE, you won't even have such a problem! MAYBE I encounter such a problem because I installed CM Patch v130...JUST MAYBE! I am not trying to accuse/blame CM patch for this! They did us an epic contribution, I am very grateful to them! So here I am sharing my findings Let us all make Sacred 2 more enjoyable! That's all! What are you waiting for?! Go ahead apply the changes and let loose the dogs of war! P/S: Here's some little technical sharing, I am not sure whether this information has been found (most probably it already being discovered): There's "1000,0,0,9" string, let's call them "A, B, C, D": 1) I tried different values at A: -1000, 0, 100, 500, 1000. If A = 0, there's no hurling effect at all...enemy just "lump and die" as if there's no change at all. Any value <> 0 -> same effect...no increase in damage, no increase in "impact momentum", doesn't seems to be a probability...nothing... 2) B -> I am not sure... 3) C -> This is the "mod" of your skill. Value "1" or "2" = Bronze mod. Value "3" or "4" = Silver mod. Value "5" or "6" = Gold mod. 4) D -> It is kinda explained in the link mentioned above, so I am not going to explain it again. I didn't find anything new either. Now, some other pieces of information: (I am NOT trying to claim credits, NOR trying to say I am the first to discover all the following information, I simply don't know...) 1) script\shared\Creatureinfo.txt has "weight" setting...which could be interesting...I am thinking: if weight = 1, enemy will be thrown away even further. Not sure, haven't tried. 2) One thing that bugs me about Sacred 2 --> There's WAYYY too many rats and goblins...I am thinking: I'll change their spawns to become female pirates instead 3) script\shared\ItemInfo.txt has something interesting settings...perhaps we can make all items to fit into only "1 X 1" slot, instead of "3 X 2" or "2 X 2", so we can fit more stuff into our inventory...I am sure this is already discovered, seeing how simple it can be done. 4) I think there's some way we can make monster "wears" items like they are players. Example, make those female pirates wear "The Revelation of Seraphim" sets OR EVEN BETTER: Make them all looks like seraphim 5) There's also a "scale" setting in creatures.txt...which is a well-known settings, but I am having some real funny usage for them...more about this later... I'll try to achieve these goals sometime...or not...not sure. Perhaps some of these can be considered by the CM Patch community? I mean, release them as "Add-on" to CM Patch Pretty please! And thanks for the CM Patch, I am very grateful! EDIT: Anyway to make the "hurl" more powerful? Without changing monster's weight?
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