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Sacred 2 CM Patch Team
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dimitrius154 last won the day on December 20 2020

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About dimitrius154

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  1. "autoCollectRadius" affects GUI only, the actual collection radius is set code-wise. In the Addendum the collection radius is set to 230. The ..\scripts\optionsDefault.txt resets the "autoCollectRadius" to 230 upon each game launch.
  2. @Flix Ben, would you, please, perform the following test: assign a few loud sounds as "PRE_HIT" events to Andariel's sound profile and check whether those are playing during walking/running? [EDIT] Nevermind, they do. Serve as atmospheric grunts, squeaks, creaks, etc.
  3. That's not a bug per se, but a side-effect of the Sacred 2 savegame structure. The CA selection the PC had upon creation is embedded into the save as a set list, ranged weapon attacks included. If those CA names are changed, or CA positions are reorganized in spells.txt, the list gets broken.
  4. Bug reports are welcome, there's always a chance that I miss some detail.
  5. That's correct. There're several other deficiencies present in the beta iteration currently published. Once I'm finished processing the Invasion mode content the next iteration will be available for download.
  6. Part of a first iteration attempt at fine balancing character CA's. Modifiers don't spawn, as if the jewelry pieces are too low level for them. Something "might" be broken. Using legacy characters is not encouraged.
  7. BFG receives random classification boni, the second instance of the splash damage chance is from the available boni pool. The BFG Buff damage scaling is controlled by the Aspect Lore. There's only one Lore Skill for a single CA and you can't mix Lore, or Focus Skills for a single Aspect.
  8. An unfortunate side effect of some peculiar dds misinterpretaion by photoshop. Remove graphics24.zip\hq\maps\spells\mahlstrom\t_dm-mahlstrom_do.dds.
  9. No reason for the splash damage not to trigger. The D2F "tw_cc_tkampfschild" uses the same mechanics entries as the "se_co_wirbelsprung", the animation entries are in order.
  10. In that case Firestorm and Cold Touch require SM05 and SM01 animations, which the Diablo entry in animation.txt does not contain.
  11. @FlixThe D2F wiki Boss page states that Diablo has Red Lightning and Cold Touch. However I can see no such spells in the current D2F iteration's creatures.txt Diablo entry, or in spells.txt. Am I missing something, or have those been removed?
  12. Due to the way the mechanics was coded, the health-percentage based damage was doubled each tick.
  13. You need extra plugins both for DAE/SMD import and GR2 export. And most of the links are dead. So there: https://drive.google.com/file/d/10pzgokjVuuGU_r-9BQGIDZ66J6fRUTr8/view?usp=sharing P.S. I used to host a complete 3DS Max 8 folder for the interested, but now Google is blocking the link. Copyright issue, they say. Ahem, 3DS Max 8 is 17 YEARS old! Isn't it technically abandonware?
  14. It does. I detect no such bug. Bonus values for skills learnt are definitely added.
  15. One-handed staves are now the High Elf class weapons. The Dryad is unable to use them.
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