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  1. Good day everybody, I am happy to present you a very special video today: The Magic of Sacred - A documentary about the ARPG classics "Immerse yourself in the fascinating world of Sacred and the game company Ascaron! This documentary takes you on a journey from the beginnings of this epic action role-playing game to the present day. See how the developers transformed their vision and made Sacred a timeless classic. We take an exclusive look behind the scenes, revealing the challenges of development and showing how Sacred's fascination continues to this day. Join us on this unique journey through code, creativity and the magic of a role-playing phenomenon. Don't miss the chance to rediscover the legend of Sacred and become part of this epic gaming story." YouTube Video Have fun watching
    6 points
  2. I've uploaded the new patch with the change log above. It can be found on the Downloads page as well as on the Nexus. This will be, I think, the last release of Enhanced Edition. I've done everything I set out to do and am ready to move on to other projects.
    5 points
  3. Some areas of the worldmap are either completely empty, or filled with weird artifacts. In Sacred 1, the ocean south of the Desert ends in one gigantic waterfall. I've made extensive code modifications to Sacred 1, but never published the result. Once my Sacred 2 project is deemed complete, there's a point in making my Sacred 1 efforts available to the larger audience.
    4 points
  4. Birthdays- Think it will be close to three more years to my next birthday. Sharing birthday with half of the twins so its more their my than mine birthday short before x-mas. @LINDOR How many Lindor pralines do you get on your birthday?
    3 points
  5. ... And, well. Time to finish it again I guess. Anyway. I'm a 31 y/o woman, bilingual FR/EN, and have been a long time gamer in general. I used to play Sacred on console before I made the switch to PC and discovered the CM Patch. Most of my gaming time is split on MMOs or older games, with a few exceptions. See you later, Ancarians o/
    3 points
  6. Oooh I got pinged, although I have to admit that I have to look through this in detail what you did that I could use. I have not been very active posting anything and busy on different projects that involve AI, but I'm in fact also still modding on that game. It's crazy what things you get to do if you're a bit involved on the internet and all the people you meet. You are appreciated and I love to read along and will surely need your help in the future. I have finally gotten some tools for modding, because everything I did was done by painting on the DDS files, and now I can also paint on the model directly. At the moment I am restructuring my mods and workflows because it's always been very messy, unlike your organized work that's easy to follow along and your documentation. Will see you as a role model and contribute more again as well. Until soon.
    3 points
  7. Alright. This is Grim Resilience in spells.txt: Sounds like you already know the basics, let's just get straight to it. The defined token entries have 4 numbers. The first one is base value, second one is increase per CA Level. The third number denotes which mod node the bonus is tied to and this is what interests you. The 4th number is irrelevant for now (although very important if you want to look into further CA modding). If the third number is 0, that means that token is active on the CA baseline, without any mods. Numbers 1-6 represent mods. 1 is the first Bronze mod, 2 is the 2nd Bronze mod, 3 is the first Silver mod, 4 is the second Silver mod, 5 is the first Gold mod and 6 is the second Gold mod. All you need to do is simply duplicate the mod tokens and assign them the same number as the other mod in the pair. So for example: entry0 = {"et_life_buff", 250, 250, 0, 9 }, entry1 = {"et_addattr_willpower", 300, 150, 0, 41 }, entry2 = {"et_life_buff", 125, 125, 1, 9 }, entry3 = {"et_life_regen", 20, 20, 2, 41 }, entry4 = {"et_baseVW", 100, 50, 3, 5 }, entry5 = {"et_regThisBuff", 250, 5, 4, 8 }, entry6 = {"et_chance_evade", 200, 2, 5, 41 }, entry7 = {"et_damping_phy", 50, 3, 6, 41 }, entry8 = {"et_life_buff", 125, 125, 2, 9 }, entry9 = {"et_life_regen", 20, 20, 1, 41 }, entry10 = {"et_baseVW", 100, 50, 4, 5 }, entry11 = {"et_regThisBuff", 250, 5, 3, 8 }, entry12 = {"et_chance_evade", 200, 2, 6, 41 }, entry12 = {"et_damping_phy", 50, 3, 5, 41 }, That will make it so the bonuses of both tokens get applied, no matter which one you pick in game. There will be still only one active visually, but you'll get the benefit of both. Make sure you only have one of the mods picked at each tier if you do this (if you used the character editor) or you will get both bonuses twice. You can add however many tokens you want to a particular mod this way (as long as they are compatible with the spell class).
    3 points
  8. Check on page 6 of the change log linked in the first post: The following sets were created by Ascaron but were omitted from any drop lists despite being completed. They will now drop. o Arbereth's Garments of Mutation (Inquisitor) o Dimiona's Garments of Mutation (Temple Guardian) o Glimborin's Garments of Mutation (High Elf) o Megalcarwen's Garments of Mutation (Seraphim) o Mormorin's Garments of Mutation (Dryad) o Tallin's Garments of Mutation (Shadow Warrior) o Centurio's Insignia (Shadow Warrior) o Bergonix' Judge (All-Class miniset) o Bratgrimace's Legacy (All-Class miniset) The following Legendary items (including those from from Kira's Protection, Black Death, & Equilibrium) were likely intended to be part of various all-class mini-sets (à la Bergonix and Bratgrimace). However, since no set bonuses were scripted by Ascaron, I did not presume to invent any and instead the items will drop as individual Legendaries: o Arnum's Signet (Ring) o Charo's Brilliance (Ring) o Charo's Sparkle (Ring) o Gruma's Breath of Perdition (Staff) o Gruma's Talisman (Amulet) o Insignia of Thunder (Amulet) o Kira's Iridescent Shard (Amulet) o Kira's Guardian (Ring) o Khral's Ring (Ring) o Nitao's Amulet of Agony (Amulet) o Nitao's Ring of Suffering (Ring) o Shadow of Urtak (Ring) o Star of Illumination (Ring) o Star of Silithar (Amulet) The Dragon Mage's mutation set will also drop. I allowed myself that one. No other item sets from CM Patch will be found in PFP. Happy playing!
    3 points
  9. @bestreducerAddendum patch links updated with the proposed bug solution. Should that suffice, the main archive wil be updated as well. @FlixThe fixed s2logic.dll for the D2F:https://drive.google.com/file/d/1Otv_froTqTnWKCplJX5ZNKurPydY9W1D/view?usp=sharing
    3 points
  10. Congratulations - Surely something that changes life There is an old african saying: It needs a village to raise a kid! Hope you have your village: family, friends, good neighbours in times of need ,... We were lucky in this and we hope you will be lucky too
    3 points
  11. I played the game intermittently since release. Played in 8 seasons out of the total 28 that have happened until this point. With Season 28, I decided I'd try finally pushing for the very top and beat Greater Rift 150 solo. Been grinding Paragon levels and as the season is nearing its end, finally decided to try going for the 150. And lo and behold, I cleared it on my first try Considering how much I struggled with 149, the boots upgrade I've found recently had to have been more impactful than I had thought. And here is the heroine that did my first ever GR 150 in Diablo 3. And most likely, the last: as this will mark the end of my Diablo 3 career. Beating GR 150 has been the last goal I wanted to achieve in this game and I finally managed to do it. I've experienced the game at release, with Reaper of Souls release and how it changed over time. Don't plan on coming back and as it is going into maintenance mode after the next season, I think it's about time too. If I had to guess, I'd say around 1500+ hours spent in the game at various stages of its life. Farewell Diablo 3. You were a good time waster.
    3 points
  12. Fallen Angel View File The Corrupted version of the Seraphim. Changed whatever I could; - BeeEffGee bolts - Irritation - Lightning Bolt - Light Shield - Celestial Light symbol - Strength of Faith - Energy Bolts - Sparks for Combat Arts when striking enemies - New Weapon Glow Here is a video: Submitter VilyaTheWhite Submitted 08/02/2023 Category Sacred Mods  
    3 points
  13. Spirited and still here... great visit last night, we got to sit back, chill and watch 3 star michelin restaurant reviews, shes the only one who can bear watching them wit me
    3 points
  14. So, after playing a couple characters that took Damage Lore, I have to say that it is actually quite powerful once Mastered. IF you are using mainly Fire/Poison attacks that is. It increases exclusively duration for the Ice and Magic effects and that doesn't really mean much. But for Fire and Poison, once you pump Damage Lore Mastery to around 400% bonus damage/duration, it's actually massive. Especially with weapon attacks and powerful converters. You hit an enemy once and then he takes several ticks of damage, dealing the same damage as the original hit, passively. You can just attack most enemies once, move on to another and things will just die on their own while you move on to the next enemies. The chance to trigger secondary effects from the skills is additive, meaning it just gets flatly added on top of the existing chance. So at high levels, you are pretty much guaranteed to trigger them with every hit. I rarely see this skill suggested, but if you are using mainly Fire or Poison damage, squeezing this skill in can do wonders. But the reason I don't see it mentioned often is probably the Mastery requirement. Without it, the skill is mediocre at best. Another skill that I feel is often looked over is Spell Resistance. It doesn't really do much initially, but the impact once Mastered is one of the strongest in the game. It works against every negative effect inflicted on you that has a duration. From damage over time, to roots, debuffs like magic damage secondary effect or Olm blinds, slows... Everything is reduced to a fraction of its original duration and does absolute wonders for survivability. The only thing it doesn't work against are stuns. Immediately at level 75, you instantly gain the equivalent of 65% "Detrimental Effect Reduction", which can be pushed to 75-80% with enough skill points. Absolutely massive, frees up a ton of defensive slots/bonuses that you'd have to get from gear otherwise. Not to mention that the base bonuses of the skill, the extra Spell Resistance and reduction of spell criticals can also be quite noticeable at higher levels. I came to appreciate this skill a lot, on par with things like Constitution or Toughness. My Seraphim has this skill + extra Detrimental Effect Reduction on gear and all negative effects last 1-2 seconds max. Damage over time effects like the infamous Spider Spit does a single tick of damage instead of 4. Some negative effects drop so fast the game bugs out. I had a Weaken effect get stuck on me after walking through T-Energy, constantly getting turned on and off because the duration was so short. That's how you know a skill is broken Again, the main negative of the skill is the Mastery requirement. Somewhat mediocre without it. Alchemy. Unlike the other two, this one can be left at 1 point and let gear do the rest. This is a skill with one of the least impactful Masteries in the game. All it does is is provide a mediocre bump in the value. Nothing special happens if you master it. Got it on my Seraphim for testing purposes and with all the skill bonuses, having Mentor potions last 2+ minutes in Niobium is a joy. Not to mention the various trophies and effect on other potions. Health potions become instant full heals and Alchemy even works to counteract the penalty for spamming potions too quickly, meaning that 2 or even 3 consecutive potions can still full heal you even when the diminishing returns kick in. Also, just from bringing one character with Alchemy into late Niobium, I now have 1000+ Strong Mentor potions in the bank for other characters because thanks to the increased duration from Alchemy, the supply far outdoes the demand. For Trophies, both duration and effect increase. Things like Iron Ore, Skull or 4 leaf Clover can become extremely powerful with enough Alchemy points. Here are some numbers from my Seraphim that has only 145 soft points in Alchemy (219.5%) and Niob trophies: Strong Mentor Potion duration - 158.9 seconds Base trophy duration - 20 seconds, becomes ~44 seconds. Four leaf clover Trophy - +215.6% Chance to Find Valuables. Easily the most powerful source of CtFV in the game. Save these for farming Guardians and it works wonders, especially if you can kill all 4 plus the machine in the duration of one trophy. Combine with Enhanced Perception, high survival bonus and map explored % for ludicrous results. Troll Tooth - + 620.4% Attack Value. Yes, you read that correctly. Branch Trophy - Block Root 85.8%. Can be a great help in root heavy areas. Iron Ore Trophy - +1798 Physical Armor, which then further gets multiplied by any armor bonuses you have. My character goes from 10176 Physical armor to 19717 just by popping an Iron Ore Trophy, almost doubling it. Skull Trophy - +23.6% Critical Chance Harpy Feather Trophy - 77.8% Chance to Block ranged attacks Construction Plan Trophy - 77.8% Chance to Block Spells. Use this and laugh at everything, including the dragons in dragon caves or eyes in the Blood Forest. Talisman Trophy - 32.1% Chance to Evade. If I Mastered the skill with another 74 points, it would only move from 219.5% to something like 295%. Truly one of the worst Masteries in the game. BUT, it would probably bring all those high % chances very close to 100%. The only other skill that I'm not sure about yet is Riding. Wondering how much of a difference Mastery will make in the speed. Will probably try running a Riding character soon to find out, Speaking of which, does anybody know if the Mastery speed bonus from Riding is flat or relative? Wondering if it means you get +15% at level 75, or 15% from the base. Inquisitor has 130% movement speed on the spider and I'm not sure if it'd become 145% or 149.5%.
    3 points
  15. Looks like it was changed at the script level between Fallen Angel and Ice & Blood. Fallen Angel: mgr.createSkill { skill_name = "skill_toughness", advance_level = 75, min_level = 1, mean_value = 150, advance_mean_value = 225, skillgroup = "SKG_DEFENCE", adv_skill_name = "skill_advanced_toughness", } Ice & Blood: mgr.createSkill { skill_name = "skill_toughness", advance_level = 75, min_level = 1, mean_value = 200, advance_mean_value = 300, skillgroup = "SKG_DEFENCE", adv_skill_name = "skill_advanced_toughness", }
    3 points
  16. Been having a hard time finding a character/build that I want to level past lvl20. Pretty sure it will be a Druid or Barbarian though. A big ugly guy just like me lol. Part of me wants to rush campaign so I can unlock several features for all toons, but part of me needs to explore every nook and cranny. (Remember the Uber Goober anyone:)). So I end up doing a bit of both and seem to wander aimlessly. At some point I'll get a headset so I can voice chat. I'm a slow typist and I can easily miss any text chats when in combat. I think someone already mentioned right-clicking your intended destination on the map and it will show the fastest path to get there. I love that'll even show the path thru areas you haven't explored yet and still has fog of war. If you find a statue out in the wild and see a circle on the ground in front of it, you can interact with it. Just read the inscription and it will give you a clue as to what emote to use. For example I came across one and while most of the inscription was worn away, one of the words on it was 'Farewell'. I opened the emote wheel and selected 'Goodbye' and the statue gave me a temporary buff. Just make sure you are standing in the circle when doing it or nothing will happen. Found several like that so far in my travels.
    3 points
  17. DIMITRIUS'S CM PATCH ADDENDUM - 2023 View File Fellow players, I'd like to present the CM Patch 1.60 + S2EE 3.2a 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. Game Mode changes: "Player vs. Player" mode is replaced with "Pandemonium" mode. "Pandemonium" mode description: With the all the disruptions and anomalies, caused by the Great Machine instability and overcharge, trans-dimensional rifts start to manifest. A massive invasion by a malevolent force, describing itself as "The Burning Hells" soon begins, followed by a self-proclaimed benevolent force, "The High Heavens". It's time to take out all this trash. Meet new enemies and a lot of new bosses. Those, who manage to kill all bosses and minibosees in one run receive singnificant attribute and skill point rewards. 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 have a chance(35% for single target attacks, 15% for Area of Effect attacks, 0% for temporary and permanent buffs) to apply to 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 introduced. 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(CA's affected are marked with '*' in the description below). 19. The merchant stock replenishment formula has been altered, the growing character level now makes it somewhat easier to encounter better items in shops. 20. Bonus BONUS_INVISIBLE now works like a reasonable random chance of remaining undetected. 21. Occurrences of playable characters becoming perma-paralyzed upon being knocked back is resolved by making "host"(on local server) player immune to knockback. 22. Ambient sound volume has been adjusted for several temporary buffs. 23. Root effects are now both bonus type driven and are actually chance-based. BONUS_CHANCE_ROOT and BONUS_CHANCE_BREAK_ROOT bonus types can now be used both as spell and item properties. 24. BONUS_UNSTUN_CHANCE bonus type has been introduced. Represents the chance-based ability to break stun effect on self. 25. Healing potion anti-spamming feature now actually works. 26. Energy shields now regenerate in combat, but, just like health, the in-combat regeneration rate is 0.02 of out-of-combat regeneration rate. 27. BONUS_DISMOUNT bonus has been removed, due to it's fundamental application flaws vs. NPCs. 28. BONUS_HRM_FIGHT bonus type has been introduced. Represents a percentage-based multiplier to in-combat heath regeneration rate. 29. BONUS_SRM_FIGHT bonus type has been introduced. Represents a percentage-based multiplier to in-combat energy shield regeneration rate. 30. Stun duration has been set to 6 seconds. 31. BONUS_BLIND_RAGE has been actualized in blueprint.txt. Represents the chance for a creature to become universally hostile for a time. 32. Mount maximum achievable level is set to 250(used to be 201 upon game reload). 33. Several extra CA tokens have been introduced. General Playable Character Changes: 1. Characters can now have up to 13 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. 5. Constution Mastery now makes in-combat health regeneration 8 times faster, instead of making it equal to out-of-combat regeneration. 6. Energy Shield Mastery now makes in-combat shield regeneration 4 times faster. 7. Riding now directly affects the active mount's ability to gain higher levels. Riding Mastery now adds a substantial flat bonus to all armor types. Lore Changes: 1. Ker's lore has been rewritten. Her statues have been reworked. Divine Gift changes: 1. Ker's Gift has been reworked. 2. Lumen's Gift has been reworked. 3. Kuan's Gift's effect now follows the caster, the radius of the effect has been reduced. 3. Other Gifts have had their property values rebalanced. 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. Demons in the "Wild Twine" and "Debts" quests have been replaced with demonesses. 8. "Weakening the Abishai" quest now has the "Lost Crypt" chain-quest completion as a prerequisite. 9. Questscripts.txt has been altered to, hopefully, avoid any instances of erroneous quest companions upon save game loading. 10. Up to 256 individual taskcreatures can be added as kill targets in an appropriate quest. 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 and have an increased health pool. 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 from 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 replaced 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. 31. Narmul's "boss_phoenix_eisbombe" CA has been improved. 32. Dragon bosses should now perform aerial attacks more often. 33. Extra Dragon bosses have been introduced, all unique Dragons now have names. 34. Mer-Kil is now a Gold Dragon with a visual effect. 35. Orphas and Loromir have changed roles in the respective quests. Loromir is now a Gold Dragon, Orphas is a Green Dragon. 36. The last numeric parameter of 'spawn.txt' entries now controls the game mode of the spawn entry. 0 - any mode, 1 - multiplayer campaign, 2 - free play, 3 - pandemonuim. 37. Elite Blade Spiders Elite Spitting Spiders and Elite Hunting Spiders now have a battle jump CA. 38. The Lightning Lord now has it's own sound profile. 39. The Carrier Imp now has extra idle animations. 40. Multiple NPCs will now display extra voiced "emotion"(fear, mostly)animations, while in combat. 41. Elite Goblin Officers can now utilize their hard-hit weapon-based CA. 42. Multiple armed NPCs' secondary idle animations now have sound effects. 43. Skeletal and mummified undead enemies now consistently have extra lives and explode on final death. 44. "Charging forward" npc CA's should now actually work. 45. "enemy_blind" CA spellclass replaced, since "cSpellBlind" does not apply the effects properly. 46. High Elf Inquisitor model has been altered, so as to keep with the "dark tech-priesthood" theme. Human and ghost variants keep the old model. 47. Orpheus' model has been replaced, the creature entry - reworked. 48. Scaron boss no longer respawns. 49. Leaping Plants are now mobile and should demonstrate an improved AI. 50. Enemies now use alignment and character class based taunts. 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. 21. Potions and Trophies now have the following base durations on all difficulties: Light Potions - 30 seconds, Potions/Alchemy Trophies - 45 seconds, Strong Potions - 60 seconds. 22. Potions and Trophies now have extra properties unlocked by either Alchemy, or Warding Energy Lore, or their respective Masteries. 23. The Divine Spark special trophy has been recreated. Can be dropped by Energy-type creatures. 24. The 'Selling Price' bonus no longer displays in item UI. 25. Item stack limit set to 250. 26. The 'below value' selling procedure's gold refund part used to ignore the amount of units in a stack.Fixed. 27. Non-stackable items can now be transferred between the player inventory and the currently active stash via Shift + Left Click. 28. Items can now be quickly sold from stashes via Ctrl + Left Click. Stackable items, Rares, Uniques and Legendaries require an extra confimation to avoid misclicks. 29. Item skill-dependent boni no longer show up in the standart item interface window, or the character bonus list, unless the character has the appropriate skill/mastery. 30. The expanded item interface window is accessed by pressing Left ALT key, while hovering the cursor over an item. 31. Items posessing CA FX-based visual effect should no longer produce annoying loud sounds upon being equipped, save game loading, or upon current location change via teleportation. 32. Undead Centurion and Undead Mage capes are now part of the respective creature model. 33. Instances of "O_stone" material use have been relaced with "W_stone", "O_stone" has been renamed to "W_spectral". 34. If a weapon with the "SUBFAM_PRI_WHIP" subfamily is equipped the correct set of animations is applied. 35. Item property tiers have been homogenized to 1 - normal, 5 - magic, 9 - rare, 13 - unique/set/legendary. Horses: 1. 'Rear Up' is now a weapon-based Area of Effect CA. 2. 'Charge' properties have been revised. 3. 'Leap' properties have been revised. 4. All previously Riding-dependent boni are now initially active. 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. 6. 'Flaring Nova' 'Perplex' mod should now work correctly(*). 7. 'Divine Protection' no longer deactivates the 'Warding Energy' upon expiring. 8 'Divine Protection' properties have been rebalanced. 9. 'Pelting Strikes' opponent search radius has been reduced. 10. 'Pelting Strikes' 'Enfeeble' and 'Indentation' mods now work correctly(*). 11. 'Soul Hammer' 'Battering' mod should now work correctly(*). 12. 'Hallowed Restoration' duration is now fixed at 10 seconds, the cooldown is set to 10 seconds. 13. 'Baneful Smite' 'Confuse' mod should now work correctly(*). 14. 'Radiant Pillar' 'Delude' mod should now work correctly(*). 15. 'Instill Belief' conversion chance has been reworked, the misleading conversion chance description - removed. 16. 'Cleansing Brilliance' is now able to make use of the boosting properties, including hitpoint regeneration. 17. 'Cleansing Brilliance' now also damages regular enemies, it's radius of effect is reduced. Dryad Changes: 1. Character model now has a mild visual effect. 2. 'Ancient Bark' visual effect has been fixed. 3. 'Ancient Bark' property values have been rebalanced. 4. 'Dust Devil' 'Obscure' and 'Spell Shield' mods now work correctly(used to stop working, if a Dryad ally exited the Dust Devil and entered back again). 5. 'Dust Devil' effect range has been increased. 6. 'Viperish Disease' now affects all creature types, it's damage mechanics has been rebalanced. 7. 'Black Curse' 'Porous' mod should now work correctly(*). 8. 'Goldenglade Touch' property values have been rebalanced. 9. 'Acute Mind' property values have been rebalanced. 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. 'Belligerent Vault' 'Unaware' mod should now work correctly(*). 8. 'Spectral Hand' visual effect has been replaced. The fifth modification has been replaced. 9. 'Grim Resilience' visual effect has been replaced. Willpower bonus progression has been reduced. 10. 'Reflective Emanation'(now called 'Deflecting Efflux') visual effect has been replaced. 11. 'Skeletal Fortification'(now called 'Bleak Sentinel') textures have been reworked. 12. 'Bleak Sentinel' 'Perforate' mod(piercing projectiles) changed to 'Blast' mod(chance to deal area damage). 13. 'Shadow Veil' improves much slower and cannot be turned into a Buff. 14. 'Shadow Veil' detection conditions now include normal attacks. 15. 'Fear' modification of the 'Augmenting Guidon' has been replaced. 16. An extra class mount called 'Cerberides' has been introduced. 17. 'Nether Allegiance'(now called 'Wraith Guard') spectral soldiers now spawn with cuirasses instead of capes. 18. Instances of "FX_SPEECH" in CA sound profiles have been disabled. Inquisitor 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. 'Belligerent Vault' 'Unaware' mod should now work correctly(*). 8. 'Spectral Hand' visual effect has been replaced. The fifth modification has been replaced. 9. 'Grim Resilience' visual effect has been replaced. Willpower bonus progression has been reduced. 10. 'Reflective Emanation'(now called 'Deflecting Efflux') visual effect has been replaced. 11. 'Skeletal Fortification'(now called 'Bleak Sentinel') textures have been reworked. 12. 'Bleak Sentinel' 'Perforate' mod(piercing projectiles) changed to 'Blast' mod(chance to deal area damage). 13. 'Shadow Veil' improves much slower and cannot be turned into a Buff. 14. 'Shadow Veil' detection conditions now include normal attacks. 15. 'Fear' modification of the 'Augmenting Guidon' has been replaced. 16. An extra class mount called 'Cerberides' has been introduced. 17. 'Nether Allegiance'(now called 'Wraith Guard') spectral soldiers now spawn with cuirasses instead of capes. 18. Instances of "FX_SPEECH" in CA sound profiles have been disabled. 19. 'Rallied Souls' raised NPC's now have an improved AI. 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. 'Combat Reflexes' and 'Toughness' skills are now available as secondary. "Damnification Lore" moved to primary. 5. 'Scorching Wave' is now 20% faster, the DOT damage is increased by 20%. 6. 'Frost Flare' 'Constraint' mod should now work correctly(*). 7. 'Raging Nimbus' 'Roar' mod should now work correctly(*). 8. 'Expulse Magic' now follows the High Elf around. 9. 'Expulse Magic' properties have been revised. 10. 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. Some CA's have been renamed to keep in theme with sci-fi and steam-punk motifs. 6. 'Combat Alert' properties have been revised, its base attack bonus now affects ranged weaponry. 7. 'Icy Evanescence'(now called 'Cryonic Terraforming') effect now follows the Temple Guardian. 8. 'Fiery Ember'(now called 'Magmatic Terraforming') effect now follows the Temple Guardian. 9. 'Amplifying Discharge'(now called 'Cryonic Discharge') has been reworked, it's visual effect - replaced. 10. 'Furious Emblazer'(now called 'Pyroclastic Emission') has been improved. 11. 'Archimedes Beam' has been reworked. 12. 'Primal Mutation'(now called 'T-Energy Exposure') has been improved. And no more chicken droppings. 13. 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. 'Afrit Form' 'Hardened Scales' mod has been nerfed. 6. The Dragon Mage maintains his skills and equipment boni while transformed. 7. The Dragon Mage makes use of fist weapons while transformed. 8. 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. 9. 'Eternal Fire' properties have been revised. 10. 'Dragon Strike'(now called 'Scorching Wrath') has been improved, the attack decrease property and the 'Blind' mod should now work correctly(*). 11. '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. 12. 'Energy Blaze' 'Blind' mod should now work correctly(*). 13. 'Dragon Familiar'(now called 'Elfin Adjuvant') summon model and visual effect have been replaced. Intelligence and Willpower bonus progression has been reduced. 14. 'Elfin Adjuvant' property values have been rebalanced. 15. 'Whirlwind'(now called 'Guided Tornado') AI has been fixed. 16. 'Psychic Maelstrom' properties have been revised, the missile slowdown effect has been halved. The visual effect's playback speed is toned down. 17. 'Protector'(now called ''Earthen Guard') property values have been rebalanced. 18. 'Runes of Protection'(now called 'Warding Runes') properties have been revised. 19. 'Magic Barrier'(now called 'Petrous Tusks') has been heavily reworked. 20. An extra set called 'Mark of the Dragon' has been introduced. 21. 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. 4. The Elite Textures Trimmed archive now includes higher-quality post-Ice&Blood textures. 5. Several CMP set textures have been improved. 6. Restored 4 improper FX(fx_enemy_heal,fx_enemy_heal_c, fx_enemy_heilschub, fx_enemy_heilschub_c) and added two extra FX(fx_gen_blutigeaura,fx_gen_blutigeaura_c). 7. Fire enchanted weapon FX has been corrected. 8. Vishanka's Ancaria Beautification Mod has been integrated. 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. 13. The Seraphim and the Temple Guardian character info windows no longer display Energy Shield related info, unless the shield is active and the energy amount is greater, then zero. 14. Once a character reaches Level 200, the "required for next level"(now called "XP to Gain Next Level") is no longer displayed in character info windows. Installation: Either through GME, or directly on top of the stock CM Patch 1.60. Links: Trimmed Elite Textures (Size: 3,29 GB): https://drive.google.com/file/d/1rbxeeelYDIWefBXqVRe4sKT50pnLpNtd/view?usp=sharing CM Patch 1.60 Addendum (Size: 8,72 GB, password: 12345) primary link : https://drive.google.com/file/d/1igcBObSjNf5ZLB-YSIQOrv0QcxRE3CXH/view?usp=sharing secondary link: https://mega.nz/file/36R2kaLQ#oIzTceNgHsgjZo1JbWnq6QYWL7DBxEOqEuNpdcvzMww Credits: Flix - his work on the S2EE and D2F has served as a foundation 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. Vishanka - creator of the Ancaria Beautification Mod. Charon117 for his very useful script parsing utilities. Multiple folks at Sketchfab.com, DieviantArt.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. Submitter dimitrius154 Submitted 05/14/2023 Category Community Patch  
    3 points
  18. I can certainly test it - everything is still set up from the previous testing. I haven't touched Sacred 2 since then, as I'm deep into putting together a restoration/fixpack for Van Helsing Final Cut. Let me shift gears and I can hopefully report something tomorrow. From what I remember, it's supposed to be weapon-only, and for all damage channels. Dmitriy did some magic in Addendum to make it have a chance to proc on spells, and the new D2F will also have this feature. But we'll see what happens with some testing of the base game files.
    3 points
  19. Greetings! I expect to get everything done by the end of May. Currently working on a bit of a humorous diversion, Gahanka the Obese:
    3 points
  20. @jwiz I have prepared a patch for 3.2. Seeing as how no more bug reports have come in (that I can address) these are the changes I have ready. Can you think of anything else? Any other feedback on Sacred Legends?
    3 points
  21. Yes! Turns out there were sound events available for the combat art in the base game but they just weren't used.
    3 points
  22. pysanki -> forest ants From my father's side I am used to collect onion scales and boil the eastereggs with them. Natural colours and: if in contact with ant acid they loos or change colour. Laying them in a foerst-ant hill results in nice random patterns on them. My wife wraps flowers and leaves with linnen around the eggs and gets nice eggs.
    3 points
  23. Do you mean my mod or this project? Because this tool, the Blueprint.txt function, most certainly works with PFP. You just need to know how to use it. A lot is explained however. Enable.exe brings PFP into the overhaul state. Then you can start modding in modules/modding and run Update.exe until you're satisfied. Once you're reade to publish, run Disable.exe. Enable.exe is a one-way-ticket, so you should do a backup before enabling. I was wondering if there was any interest outside of the few modders remaining. I was hoping someone totally new would show up and say "hey, I'm interested". It does not seem so. I agree as well. I was trying to get more people interested into modding by developing my modding tools and wiki pages. The Reddit idea is actually really great, I support that. There are so many issues The darkmatters download section is not very well structured, honestly it's a mess. Why not structure everything by dependencies? E.g. I never know where to upload my tools to. They're not CM or I&B or EE specific. The section really needs to be restructured. There are not many people with modding knowledge and even fewer who frequently edit the wiki Lacking presence in other social media, Reddit, YouTube, Facebook, Twitch etc. I know there's the wiki youtube and facebook accounts, but they're not really relevant No community events and if there are, nobody seems to be interested. Just look at Frank Rentmeister's Post. 10 years back I would have been heart rate levels of amazed at the opportunity to play Sacred: Underworld with an actual dev as @FrankRentmeister but now? Sacred Gold is stoneage old, unbalanced and PVP is all kinds of broken. Modding is nearly impossible without speaking assembly and having some basic knowledge of huffman coding and cryptography. I see why there's so litte interest nowadays. In order for it to become relevant again, Sacred: Gold needs to be remade from scratch so it becomes modifiable. And with a better Underworld Storyline. Underworld was a huge disappointment for me. Learn from the mistakes of the german forums Sacred Legends. I don't know exactly why. But I know it's slowly dying. My Analysis would be smth like: The posts are irrelevant they can't even answer the most beginner questions ever without a 20 posts discussion about the game version. if you seek expertise, there is none. Well there's FooBar, but that doesn't count as this is general expertise, not Sacred 2 specific expertise. Seriously, some of them like the forums admin have been there for now like 20 years and they can't even answer the question why some armor has a regen penalty while some doesn't. Overall everybody is super strict, toxic and, well, german, when it comes to guidelines and behaviour. They're in a constant state of raised index finger. The community is the very definition of toxic positivity. There is no modding. There is not even a modding forum. All they're doing is hosting the files from darkmatters for download, and sometimes not even the latest. That's it. I don't want to be inpolite, but darkmatters is as old as Sacred. We all depend on the Admins, @gogoblender and @Schot. What happens if you want to go to your well-deserved retirement like Flix? Do you have a plan? Are there any 'heirs'? We can learn from those mistakes. You need an active community. You need to allow disagreements. Off-Topic is fine as long as there's more main-topic than off-topic. Be structured and have expertise. Be open to new people. Don't wait three months to answer a question, even if it has been asked before. Don't make cancel culture a thing. Have many Moderators and at least two Admins. And honestly, you're doing a great Job. But I feel like we soo reach another turning point in the darkmatters history. Darkmatters needs to be gowing. And one more thing. I get that the page gets financed by advertisement. What about an official DarkMatters youtube channel? What about searching for volunteers explicitly tasked on producing content and administrating the channel? I mean the wiki youtube channel has been a success in the beginning, hasn't it? Could bring some money. I can help by increasing the overview of the wiki. That's my thing. I can also answer questions and give general modding support if I have the time and interest to do so. But someone needs to get attention to it, why modding is so cool, why the game is still relevant, maybe make some online tutorials on how to mod and what you can achieve. Bring visions, bring interest, bring a feeling of accomplishment to the people. We need to work together to create a rich and active modding environment. Both are important, modders and non-modders, but look at sacred legends, if the modders go away, the entire community does. Modding means change, and change means life, and life is the opposite of death. Not every problem regarding modding has been solved yet. E.g. this: Creating new surface FX is possible. but creating new spell FX? One would need to do that in the compiled source code of the game directly. Or export a lua script from the dlls like has been done with questscripts.txt. Incredibly hard task. Some more things: Creating new boni Modifying the damage calculation function making level trasition possible without dismounting Writing a Saced 2 specific GR2 Import/Export PlugIn for Blender recolorize fen fires generally reconstruct the source code from the exe and dlls, maybe in future AI can do this formatting the questscripts (has been partially solved by me, maybe I'll upload v2.0alpha questscripts.txt bundle) GUI based editors, blueprint.txt editor, FX editor, model&texture editor, bonus editor and so on... These are so incredibly hard tasks, no wonder they haven't been solved yet. But the human lives for the challenge, the accomplishment, the honor, that's what drives us. We need more skilled people. We could design lectures, tutorials, tasks with sample solutions and an entire education system if we wanted to. We're not a company. We don't pay people here. If we did, there would be legal issues with the company holding the Sacred 2 license. I don't know why I'm in the mood of writing so much today, but I'll stop right here before this post gets larger than the Pyramids.
    2 points
  24. I Intro This is by far the most advanced and massive project I ever made, not even the lua formatter for questscripts.txt comes close. I use it for my own mod which will come out someday even if it takes me another decade. But I made it before becoming a developer. It is hard to use; you have to understand what you're doing, there are some README files and documentation but for everyone besides me, it's hard to figure out what this tool even does, what the intention is in the first place. The source code of this project has been recovered with the help of the HxD software, so there can and will be updates. But I don't know wether I will make the tool easier to use; it's hard enough to improve the functionality. II The state of this project - what does this tool do? This project aims at automatic bonusgroup generation for items, automatic usagebits generation and automatic ingame bonus tooltip color generation. It blows up your blueprint.txt to ~100000 lines of code which would never be humanly possible to script by hand. All items have been sorted into different files in modules/modding/items, there are the ones with fixed boni and the ones which get their boni generated by this overhaul. Basically for every bonusgroup of every item it generates a unique bonusgroup which exactly fits the usage of the item. One of the key functionalities of this project is to figure out the usage of the item by looking at the itemtypes of the item. If it detects certain keywords, e.g. in the GR2 model name, it knows which blueprintset this item is belonging to, e.g. the seraphim ancient set, and then automatically sorts the item into the group. Internally, the ancient set is flagged as AspectTwo, so it will generate boni which fit AspectTwo, so it generates an Itemtype-Weargroup-Relation and an Itemtype-Classification-Relation which is saved in modules/automatically_generated. III The issues of this tool Now the biggest issue with the mod (apart from it altering potions boni) is the sad truth that it classifies everything where it can't find any keywords for as "generic". therefore jewely e,g, only will get generic boni. And this is bad. My workaround in the past has been to manually create jewelry in the modules/items/fixed_boni folder. But that defeats the purpose of this tool. IV Plans for the Future I want to fix that. I want to change it so that one can manually specify classifications in modules/automatically_generated which the tool will respect and I want to make it that every item can have multiple classifications. It will help me in the future for developing my own mod. This is no easy task. It might take a while given the small amount of time I have compared to a couple of years ago. Also I am thinking about my free time more, not spending everything on coding nowadays anymore. But I want to get it done. And it will get done. What I don't know is wether I can do what I initially envisioned this project to become: A GUI-based item editor. V My fears Sacred 2 is old. Flix Lord of Mods has left the game. I haven't seen Dmitriy Lord of Code for months. Active modders I'm aware of include @Vishanka, @idbeholdME, @Hooyaah and myself. That's it. Who am I making this for if nobody sees/uses this? An item editor would be awesome. It would be a big help for new modders and those who want to become it. It would maybe arise attention to Sacred 2 modding. But if the game dies, who am I making this for? I don't need to simplify the usage of this tool for myself. I know how to use it. I made it. VI The poll So I'm specifically asking you: how much interest is there? Are you even interested in the project per se? Would you use it? Would it be worth my time simplifying this tool's usage? Or should I just focus on myself, use this tool to create my mod to be finally able to play the game the way I like and then follow Flix in making a silent fade-out? Thanks in adance and for reading through.
    2 points
  25. Oh that's what you mean. Each itemtype has a material of material.txt assigned, the material e.g. specifies how it sounds if it gets hit or walked on etc. I thought you meant that. Classic misunderstanding. For your question let me quote Flix: It should be noted that this doesn't always work, e.g. the Fen Fires don't have their FX assigned to the model. For them it's a hardcoded link to the surface. But most of the time, you can use grannyviewer to figure out which surfaces the model expects.
    2 points
  26. The best birthday gift I got year back at my birthday just before x-mas. The twins should have been born 24/25 dec, My birthday is just a few days earlier and we had whole family around and planed to visit the hospital the next day because of countryside is a bit away from hospital and snow predicted. At 10pm she said oh, oh and we drove to hospital. Arriving at 11pm, son 23:54 daughter 00:13. So we got used to do no last minute x-mas shopping. All gifts are bought weeks before our trible birthday. We enjoy the x-mas markets but avoid overfull shopping malls. 5000 people town Braunfels (my older sister was born not far from this place) with the marketplace before the castle. Glühwein (mulled wine), Bratwurst, ... Next weekend we will visit the market at Wetzlar and visit my brother. I spend my first 5 years at Wetzlar as a kid. Just follow the road right from the x-mas tree and 5 houses away. My mom's house and now my brother lives there. So much patchwork houses in my childhood. No wonder I live in one now.
    2 points
  27. I can say with confidence that it doesn't act this way in vanilla. Enemy factions return to normal after the duration expires.
    2 points
  28. Your craftsmanship is quite professional, indeed! Perhaps if it had been displayed, all lit up inside a dark black box the judges would have received the full effect. You are indeed a man of many talents, Ben!
    2 points
  29. The complete package: https://drive.google.com/file/d/1CQiBrlSLAUNGNobyAwlsAjPrjyeat38R/view?usp=sharing. Password is 12345.
    2 points
  30. Well I might as well share the news here. We're going to have a baby this November... So yeah, big project
    2 points
  31. Hello. First disable the mod, then try deleting this file from the mod folder, before you enable it once again: scripts/optionsDefault.txt I think including that file has had some unwanted side effects where the sound settings always get set back to default.
    2 points
  32. Probably as a cleanup and to save up some resources to drop down the file size of some script files. I remember there being an extra Abishai in the southern unpathable part of the jungle (south of Kral). And probably more, but I never explored the off-map stuff much. Hugging the edges of the map with extreme Visibility Range gear also reveals some quite interestingly textured terrain in several places. EDIT: Here is an example: If you actually walked there, the ground would actually have that texture on it.
    2 points
  33. OK so I've been having some fun playing the seasonal content. Here's some random thoughts and findings: 1) shared stash apparently only works within the realm, so you will not be able to get setup with gear you find on your eternal realm characters 2) altars of Lillith you've uncovered on the eternal realm remain found on your seasonal characters, as is the state of the "world explored" and the location of the waypoints, however you do have to activate those again 2) there's an addition to the main quest - with an intro that makes no sense to me after the campaign... I haven't done any of it after the first quest 3) there's a cool mechanic to collect "tokens" you can invest in some randomized gear 4) the battle pass has - of course - all the cool stuff behind the premium (paid) option
    2 points
  34. Just a short write-up of important side-quests. Important how, you may ask? Because they reward a rare amulet. And with a modest amount of save/loading, an easily accessible source of All Skills amulets for all characters, no matter if they have Bargaining or Enhanced Perception. Regardless of what character you play, you can easily build up your All Skills jewelry collection with this easy farming trick. But first, the quests: Act 2 - Sickle Moon Wool (Wild Sheep): a quest in Black Oaks village, just north of the Dragonmaw Pass. Given by the Seamstress there. The end of the quest, turning it in to the Seamstress' daughter in Griffinborough rewards a rare amulet. Act 3 - The Fat Rat (The Rat's New Home): a quest in Karagh, the northernmost settlement of the Orcs near the shore, where it rains heavily all the time. One of the shamans there is looking for a new ritual rat. The last step of the quest, turning in the rat to the Shaman rewards a rare amulet. Act 7 - The Lost Caravan (The Scarabs' Lair): a quest in Khorum, the Desert capital. One of the merchants asks you to go look for a missing caravan. This is a pretty lengthy quest which ends in you having to clear out a den full of Scarabs. Once you do, turning in this last part rewards a rare amulet. Act 7 - Soldiers from the Past (The Du'Rach Camp): a quest started at the commander of the troops in Khorum, After you finish the last part, turning in the quest to the Archaeologist rewards you with a unique fire relic. This means a brown text relic that has higher than usual resistance. Very good as fire is probably the most dangerous element in the game. Also, starting from Gold difficulty, these relics spawn with a bonus to one of the defensive skills (Armor Lore, Constitution, Spell Resistance, Toughness) or bonuses to a defensive stat (Defense value %, Defense value +X, Willpower, Spell Resistance %). The best relics for any character that does not use any General Skills. Compared to the amulets, somewhat easy to get a relic you desire. Normally, unique relics drop very rarely, so having a guaranteed source is a very big deal. Make sure to claim these with every character on Gold, Platinum and Niobium difficulties. A relic with Armor Lore is probably the safest bet. Armor Lore is pretty much mandatory on every single character so it will be universally useful. Constitution, Spell Resistance and Toughness are also good, but not all characters will necessarily have those. Spell Resistance %, Willpower and Defense value bonuses are mediocre at best, I'd recommend rerolling those. Act 11 - Don't Trust Statistics: in the Seraphim Hunting Grounds, near the Old Camp, one of the Seraphim will send you on a timed hunting run to verify some results. Once you finish, she will send you to pick up a reward from a nearby cave. Going near the entrance to the cave finishes the quest and drops a rare amulet. And now for the important part. Once you reach the stage where all you have to do is turn in the quest to receive the reward, don't do it. First, go next to where you are supposed to turn it in and create a manual save using F7 (so that you spawn there every time on game load). Then, check your quest log. The reward you are going to receive is noted there and you can check exactly what you'll get. The trick here is that this quest reward gets re-rolled every single time you leave and enter the game. Meaning you can repeat doing that until you get a piece with All Skills bonus on it. You can get it nearly instantly or spend 10 minutes reloading for nothing. All depends on luck. Be warned though, that trying to go for a double good roll, like All Skills and Deathblow can be a very time consuming process. Usually, you will unfortunately end up with a disappointing 2nd roll, but All Skills is the important part. The level of the reward is always equal to your character level and is not affected by Survival Bonus. Depending on the difficulty and your character level, 1 or 2 more levels can mean the difference between getting a +2 All Skills and + 3 All Skills. I don't have the exact breakpoints per difficulty, but it can often be wise to save the turn-in of these quests for later. Depends on how long you want to wait and what level requirement you want the amulet to have. On Silver, you can get +2 All Skills around level 50 or so, But for +3, it can be level 90+, so probably not worth waiting beyond that. But depends on you. You can even save the quests and return to that difficulty later to pick up the reward. Some rough difficulty breakpoints I can remember: Bronze - ? Silver - +2 by level 50, +3 by level 90 Gold - ? Platinum - +3 by level 50, +4 by level 85 Niobium - ? If you want to jam those amulets in sockets, you can substract 1-2 levels for silver sockets and 3-4 levels for gold sockets. to reach the same amount of All Skills. Unfortunately, no quests reward rare rings, so you still need luck to find those (or just make a Bargainer ).
    2 points
  35. True, but later in the game she does so much stuff with reading runes and spells which logically Lorath and Donan should have done, at least in my eyes. Either she's a natural - which has no emphasis in the storyline, should that be the case - and/or there's a giant plot hole that is left to be uncovered. After all, we don't learn that much about her, and
    2 points
  36. have you read this review of the Haribo sugar free gummy bears?
    2 points
  37. Hello, I am new on this site here, but not new into modding. After download / install the "Community Patch" and playing the game, I found strange or wrong translates and many typo's in the german language. I was try to found all of them and correct it. Some NPCs, Monsters or items was not translated, like "Rogers Raving Razor". They are translated now. Only those item names like "Lord Waynes Playerkiller" or references to real persons like "DarkEagle" are not translated, because german players normally not translate from those special words. Download global.res [DE] But fairly I have to tell some worth mentioning changes for german (or other) players: [1.] The set "Feld, Wald und Wiese" (Range Array) is translated wrong, but since this used for many years, I dont change the set name. As a fan of the "Matrix" movies, I changed the designations from the set parts after reading the descriptions on Sacred Wiki (Range Array). Now all parts has the Name "Trinity's" inside it, for a better reference to the movies. There exist another global.res version on the german forum "Sacred Legends". I changed on this version the set name to "Bereichsmatrix", this is more closer to the english name. If anyone cares about it, so download it there. [2.] The set "Origin of the Seraish" has now the correct lore name "Sereish". Fact: All other items (like this one) are called "Sereish", this set in Sacred 1 too. As another reference: One NPC in Sacred 2 is called "Heritage Keeper Sereish". Note: I suggest, to change this typo in the english language too. [3.] The set "Megalcarwen's Garments of Mutation" has been corrected too. In Sacred 1 you can follow a "lovestory" between the Dark Elf Laurelinad and the Wood Elf Maegalcarwen. So this set use now the right lore name of the female Wood Elf from Sacred 1. Note: I suggest here too, to change this typo (the missing "a") in the english language. Important Notice: I was NOT correct other sets, like "Niokaste" or "Nikotaste". Only the wrong translations and confirmed lore names, mentioned above here. Thank you for the Community Patch!
    2 points
  38. A little bit of humour from our colleagues and predecessors, the developers of CM Patch 1.00 - 1.50. The game was THAT bugged and unstable, the closest real world example would be the British XL70 model weapons.
    2 points
  39. Halley's comet -> Messerschmitt Me 163 Komet Hate to be militaristic. But our bunkers at work were planed for Enzian surface-air missiles. The Enzian was based on the Me163 which was world fastest plane in 1944.
    2 points
  40. Vielen Dank für all das, was du für die Community getan hast. Deine ganze Arbeit ist nicht mit dankbaren Worten aufzuwiegen. Wir aus dem deutschen Forum hoffen sehr, das du während der Pause doch noch kleine Eingebungen/Ideen hast, die dich diese unbedingt ins Projekt einfügen lassen möchten Wir waren immer sehr froh zu hören, wenn es wieder etwas Neues aus Ancaria zu berichten gibt. Ihr haltet das Spiel wirklich am Leben! Und ich möchte mich Prismatic Enchanter anschließen... bitte, gehe nicht weg! -------------------------------------------------------------------------------------------------------------------------------- Thank you for all that you have done for the community. All your work is not to be outweighed with grateful words. We from the German forum hope very much that you still have little inspirations/ideas during the break that make you want to add them to the project We were always very happy to hear when there is something new to report from Ancaria. You really keep the game alive! And I would like to join Prismatic Enchanter.... please, don't go away!
    2 points
  41. polymath -> Johann Wolfgang von Goethe After some stupidities in his hometown Frankfurt Goethe was sent to an aunt at Wetzlar to be an apprentice at the highest german court. My mom's house is just 120 metres from it. From Faust to the sorcerers apprentice, colour theory, travel stories, botanics, ... And the Erlkönig, think every child in Germany had to learn the poem. Rammstein made a nice parody turning the ride through a dark forest into flying with a plane at a thuderstorm.
    2 points
  42. Good tests. I'll run some tests this weekend. I need to backup the D2F build I have first and install EE since D2F has the Addendum fixes to the damage/armor calculations as well as the 85% damage mitigation cap, while EE has, well, the same code as every other version. I'll probably create a creature with high hitpoints and only one channel of resistance, and then hit it with a single element spell. I'll also test armor and damage mitigation separately.
    2 points
  43. panama canal -> Kiel Canal We were doing a bike tour at it 9 years ago with whole family- Not the longest, not the canal which saves the most miles by short cutting, not the best known canal. ... But it is the most frequented one, connecting the north sea with the baltic sea. And probably the most beautiful for a biketrip-
    2 points
  44. empathy -> iceberg Fear me I have an doctor in philosophy because maths belonged to philosophy at my university for centuries. To defend my title I had to read into philosophy at least a bit. Translating Freud and others into english there was no word for Einfühlungsvermögen. So they used the greek empathy which had another meaning than Einfühlungsvermögen. Vermögen is ability, einfühlen to enter and know the feelings of another person. Mitfühlen would be to share feelings of others. An psycho analyst should be able to enter into the feelings of another but keeping distance and not sharing the feelings. Freud compared the mind with an iceberg, most of it hidden.
    2 points
  45. bixi -> Bibi Blocksberg German audio drama series about a girl who is a witch... 4 daughters so we have 100+ episodes. Audio dramas have an advantage over videos because kids can listen while and after you brought them to bed.
    2 points
  46. Sorry I didn't see this until now. The one from the game files is 2048x2048. The giant one used to assemble the map on the Wiki was actually assembled from thousands of tiny square sector files - a monumental undertaking.
    2 points
  47. Depends on armour of the target. If there is nearly no armour number of destroyers is better. If the target has high armour it is better to get less but harder hits. And to complicate it even more there is the Maelstrom CA. And to make it even more complicated: CM patch added fire(?) damage to the former pure physical.
    2 points
  48. Yeah the Wiki's not quite correct for that CA. The numbers don't increase naturally as far as I can see, only if you take the mods. I think I wrote with Llama's mod installed. I later put the change into Enhanced Edition. But yes, CM Patch, like vanilla, has pure physical. That was actually an honest mistake, since the Destroyer's have a self-destruct CA in defined in spells.txt, but it's not actually used for anything. Rather, the damage and properties are taken from the main Destroyer CA instead.
    2 points
  49. artists -> senior residence people in the nearby senior home have much spare time. Some of it is used to make eastereggs for decoration and sell them to sponsor concerts at their place. Lots and lots of different easteregg traditions. Okay sometimes their hands are not that good anymore, but people buy anyway.
    2 points
  50. friendship -> Poesiealbum When aged 8-12 all girls in the class had one. Is it a friendship booklet, a poetry album? When asked by the owner of it you could write a little poem on the right side and some decoration on the left. my wife still takes hers from time to time to remember the people from school and home village.
    2 points
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