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Showing content with the highest reputation on 02/07/2023 in all areas

  1. So quick... Kitchen floor would take me half a year. Disadvantage of wood is that wood is 'working'. You have to store big wood parts for several weeks to do an acclimatization to the average temperature. Add that we have an underfloor heating. I couldn't do normal heating without touching weight carrying walls. I plan the next work in kitchen when the twins are at university. Family will get smaller and bigger. Smaller because it will be just my wife and me living in the house, bigger because if kids and grandchildren will come we will need more room than now. So the kitchen will get more useful tools by removing place now needed for kids. The toys and playing room will give a 20place eating room. Luckily still some years to wait
    1 point
  2. pancakes -> street photography one of my attempts Pancake lenses are very thin. It allows you to put a whole (analogue) camera in a pocket. You are not frightening people by having long tele lenses which look like a rocket thrower. The one Henri Cartier-Bresson used
    1 point
  3. During the Shadow part of the campaign, where you bring the Alchemist to the prince, the voice line "quest_338_voice_start" plays after you first talk to the prince. It relates to the Garganthropod. However, you don't yet know about the scorpion, you learn about it AFTER the prince and the Alchemist talk, So if possible, could this line be moved to play after you talk to the prince a 2nd time, after he's had the talk with the Alchemist? Would make much more sense. Currently it goes: 1) Click the prince the first time, end conversation. 2) The line about Garganthropod plays. 3) Click the prince the 2nd time. 4) He tells you about having to go defeat the Garganthropod. So change the order of the above to 1, 3, 4, 2. EDIT: One suggestion. Currently, the Inquisitor's Zealous Doppelganger explodes into meaty chunks upon expiration. Seeing as the clone looks more like a ghost/energy, could it be changed into the explosion effects of ghosts/wisps? Would fit much better IMO. I am 99% sure it should be possible (the zombies in the Swamp used to explode on death but they no longer do) but I have little to no idea where I should look to change that.
    1 point
  4. I'm making my first post in like 6 years to say that I love this. The targeting and pathfinding fixes alone have made things feel so much snappier and better to play.
    1 point
  5. One more experience discrepancy: Cobold Chief - both the base and Elite versions give the same amount of XP. EDIT: Enemy behavior suggestion: Change the spell order for the leaping plants, so that their leap is first. This way, they jump on ranged heroes first to close the distance and then proceed to spit their close range clouds. Currently, they just stand there, doing absolutely nothing until they either die or you get in range of the cloud. I've been trying it out for a bit now and it makes them feel much better to fight, and also make them actually earn their name - Leaping Plant. The original devs obviously realized this in the Ice & Blood expansion, as the frozen version of the Leaping Plants has the leap first and the offensive spell 2nd. So this change would only improve consistency in their behavior. But I'd personally change it only for the plants that have the poison cloud attacks. For the Fire Plants (shoots fireballs), I'd leave the spell order as is. Works fine. And as for the Mutated Plants, they have 3 spells: entry0 = { "enemy_cone_poisoncloud" }, entry1 = { "enemy_frostball" }, entry2 = { "enemy_gen_battlejump" }, I'd change it to: entry0 = { "enemy_frostball" }, entry1 = { "enemy_gen_battlejump" }, entry2 = { "enemy_cone_poisoncloud" }, That way, they'll first shoot their long range projectile, then leap on to heroes that might be keeping distance and then use the poison cloud. The original attempt to fix this in the PFP was increasing their leap range. Which was a good change, but it still left the plants stuck, because they never got to using their jump in the first place. Overall, if the leap is not first, it basically makes the plants stuck as they can't move and the first spell they attempt to use has mediocre range. Really makes fighting them as a ranged character much more engaging and they are no longer just stationary XP piñatas I am 100% leaving it changed like this, but I'd also consider this a good change for the purposes of the PFP and count it as a monster fix. EDIT 2: As mentioned in this thread here (courtesy of Lindor): The "seraphim-angeldustfx-wings-var3_c" is missing the flag "SURFACE_FLAG_TENERGY" in surface.txt, leading to one of the variations of the Seraphim wings not animating properly. Adding the flag fixes it. EDIT 3: Beginning my foray into trying to mod drops, I've found a probable error in the "Droplist_all_weapon_from_rare" drop list. All rare shields are listed in it twice. It's blueprints 1354, 1356, 1358 and 1361, starting at entry 41. In the same droplist, "unlock_dagger_bladeofmages" is also listed twice at entry167 and entry 175. EDIT 4: Near the end of the game, after the Seraphim vs Inquisitor fight on the bridge, the Seraphim kills the Inqisitor and then attacks you if you are playing a Shadow character. She is holding a sword, but uses barehanded animations to attack (punches despite holding a sword). EDIT 5: The bronze Fuel mod for the Temple Guardian's Propelled Levitation currently states: "Decreases the cooldown gradually as Propelled Levitation levels up". It is however a one time decrease of the cooldown from 30 seconds to 20. No per level scaling.
    1 point
  6. Can't be said often enough. Basicly a Sacred 2 remastered. ^^
    1 point
  7. It's been more then a decade I've been playing this game on and off , more then a decade I've followed these forums, and I want with this occasion to thank you all that continue adding content to this old jewel of a game. Specialy you Flix , when you started this mod I've played it and it has become much more then just a mod , together with other of your creations. I wanna say here thank you for all the support over all these years for this game. Il install sacred 2 and have a blast again with this mod installed ofcourse. Thank you .
    1 point
  8. Spotted a wrong animation. 1-handed Pelting Strikes mounted on the Tiger. In the vanilla definition, it's this: ["entry274"] = { ["name"] = "ANIM_TYPE_RIDESM02-SPECIAL_1H", ["marker"] = { ["ANIMSTART"] = 0.0000, ["ATTACK"] = 0.9200, ["ATTACK1"] = 1.7200, ["ATTACK2"] = 2.7200, ["ATTACK3"] = 3.1600, ["ANIMEND"] = 3.6000, }, }, And in the PFP 1.3, it's this: ["entry274"] = { ["name"] = "ANIM_TYPE_RIDESM02-SPECIAL_1H", ["marker"] = { ["ANIMSTART"] = 0.0000, ["ATTACK"] = 0.8400, ["ATTACK1"] = 3.7200, ["ANIMEND"] = 4.2800, }, }, Makes the animation look very off, not to mention missing 2 attacks and being longer than the original. Checked PFP 1.2 and the animation was same as in vanilla there. In PFP 1.3, it's changed for some reason.
    1 point
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