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Flix

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Everything posted by Flix

  1. There are only two enemy Leech Life % attacks. One is the red lightning attack used in the Blood Forest, so not applicable here. The other is used by the Octagolamus (his Pull attack). The CM Patch also adds Asmarael the Spider Queen who has a LL% aura (extremely overpowered IMO). The Facetelleon has several Life Leeched per Hit attacks. So does the Abishai, but again he's not applicable since he's not main campaign. No other instances of Life Leech being used in the game by any enemies. So, just Octagolamus and Facetelleon. Damage Mitigation remains overpowered.
  2. I had the wrong spell class assigned to this buff. The result is, for some reason, certain properties were being applied (visible in Sigma) and then quickly vanishing/deactivating shortly after casting the buff. I noticed this was happening with Dodge's Defense Rating +X modifier. This will be fixed in the next release. I'll double check and make sure Block Projectiles is properly "sticking." Noticing this actually prompted to me to double-check every buff and make sure no properties were being dropped after casting. I think I caught them all, but feel free to report any others you may notice. If you're intrepid enough to test the change I made, Dodge's spell entry is "dr_vo_zombie", in spells.txt. The relevant line I changed is spellClass which should now read: spellClass = "cSpellSkWillensstaerke",
  3. Hey dude! I really badly wanted to get into Path of Exile but I have so many problems with latency on my internet connection that it made it unplayable for me.
  4. Done! Thanks to Pesmontis. They look a lot better now, thanks for bringing this to my attention, they were way too small before. I don't want to increase the range, but what I'll do instead is make the spell pull enemies into its range, like Radiant Pillar. The spell is actually just Radiant Pillar with a different fx. I wish I could make it spread out wide like the original fire wall, but I can't find any spell effects that do that. I'll change the spell description somewhat to indicate that it's a flame column and not a barrier. You can also increase the range with Combat Art Range +X% modifiers. Ah, the goblin weapons. Those look ok. The only problem is they're all "glued" together as one big model. I'm not sure any of them look good enough to work on splitting up the pieces and making them into usable weapons, otherwise I'd do it.
  5. Item Update As requested, larger two-handed swords. Before-and-after pictures of these sword models, scaled up by Pesmontis (thank you!):
  6. Ah, I did tell you that. Good news is: since then I made a patch, though I released it with little fanfare a few days back: https://drive.google.com/file/d/0B6dnJV_74z7jOUtOR2xieVZqTGM/view?usp=sharing It's made to also include Enhanced Spells, but it will work fine without it. The only side-effect is the Inquisitor will get the ability to wield shields, but I don't think this will bother anyone. Install order won't matter either, because the patch will overwrite both. Just install the patch last.
  7. We always intended to extend The Lonely Hippocampus quest to allow him to accompany you on your journeys and see the world as your mount. In fact he was originally meant by Ascaron to be a mount and I guess they never finished implementing it. Silver Fox wrote out a whole quest, but I can't script it without him. You can however go find his cousin in the Elite Mounts mod and have him as a mount.
  8. Hey Tharkun thanks for the suggestions. I'm on vacation right now so I'll check the pictures as soon as I get back to my computer in a couple days!
  9. Creature Update # 18: Friendly NPC's (Re)Introducing you to some friendly faces you may see in your quest across Ancaria in the next version of the mod. This is hopefully a precursor to having full-fledged quests from Diablo 2 in the final version of the mod. For now, these NPC's won't have any quests to give you, but you can stop by and say hello, if you can find them. Akara "It is clear that we are facing an Evil difficult to comprehend, let alone combat." Gheed "You're a brave soul! I'd sooner thrust my sacred scepter into the foulest, carbuncular trull than set one boot into that cave." Kashya "It will take more than just killing a few beasts in the wilderness to earn my trust." Greiz "I might spare you a few of my men. Why, enough gold can muster an army." Atma "They say that the taste of vengeance is bittersweet, but I find it to my liking." Meshif "So... Did you plunder any booty?" Drognan "I've been practicing magic for more years than you could know. I'm older than I look, though not so old that I can't conjure up a few sparks." Hratli "I hope you brought your wits with you, for sanity is in short supply here." Alkor "I've never claimed that you'd live forever after trying one of my potions! Merely that you might look as though you had." This is just the first batch. Expect more updates with the rest of the NPC's, many with more unique and exciting appearances!
  10. Solar Creeper bonus doesn't scale. The reason I didn't write any numbers is because I'm not sure how the scripted number translates to a real value in-game. It's "50." Whether that's 5%, or 0.5s, or some completely different integer, I don't know. Regen per hit on CA's doesn't appear in any tooltips or bonus lists, even in the vanilla game. This is why although it's a property on many spells in D2F, I didn't write a hard number. I can tell you that the value on the D2F spells is close to the values of vanilla spells that have regen per hit. For example, Jolting Touch. I know Jolting Touch wiki page says it's 5% regen but I'm not entirely sure that's accurate, and it's hard to test.
  11. Absolutely. If you're new to the game this is the way to go. Get it on GOG, it's the entire game + expansion + fan patch (yes they even integrated the fan patch), all in one installer! And has new multiplayer support and all kinds of optimizations like game speed settings, UI rescaling... Just altogether an awesome thing for a company to return to an old game (over 8 years!) and polish it up for a modern audience.
  12. Instant buy for me. Though the update seems to break all mods and utilities, so it may be a while before I transition over to the new version.
  13. Yes, it is correct. The "Duration" refers the period of time when the enemy's defense rating and evade chance are debuffed. For example, even after an enemy moves out of the area of effect of Inner Sight, it will be debuffed for 10 seconds. It's actually more like a thick arrow. I don't think I can change the model without affecting many other spells that use that design.
  14. Thanks for the report. I re-checked all his creature and equipment bonuses. For the next release I just decreased his Damage +% bonus slightly and increased his Vitality attribute by a good amount. He seems in pretty good shape otherwise. Ok I finally looked into this once and for all, and discovered it was simply a matter of diminishing returns. The value stated in the CA tooltips I wrote was incorrect (higher than the actual value). Therefore I increased the bonus amount so that it actually matches the tooltips I wrote. This means that several buffs will become powerful in the next release, by attaining the power I originally meant for them to have. The buff modifiers affected are: Chance to Evade +X% Opponent's Chance for Secondary Damage Effects -X%, Any and all Block Chance and Chance to Reflect modifiers Note that most of the tooltips will be unchanged, rather the actual bonus is increased to match the text.
  15. There's tons of test items in the files but 99% of them only have one bonus, and they all tend to use the same sword or ring model. Hooyaah pulled out the only interesting dev items as far as I could tell.
  16. Energy Shield does, Holy Shield does not. Though Holy Shield is significantly more powerful.
  17. Ok, I scaled back the range and cone angle of Mind Blast a little. I like how it's behaving now. You can still target enemies insanely far away (basically anything you can see, you can blast), but the further away the enemy, the more narrow and focused the cone. So creatures to the side of the "beam" won't get damaged. Conversely, you can target right in front of yourself, and hit a very wide horizontal swath of enemies, but only those very close to you. Heh, good. Mod choices should be difficult sometimes. Myself I'm a sucker for reducing the cooldown of temporary buffs so I always go for that. Constantly recasting temp buffs was always a big gripe for me and the Sacred series. Yeah, I built him early on and used equipment bonuses rather than creature bonuses to power him up. I'll try to rebuild him so he survives better. Regarding the AI, it sucks but Ascaron only gave me two choices for minion AI: Skeletal Soldiers: Charge in and mindlessly attack with weapons, no special moves or spells used. Fire Demon: Can use spells and special attacks, hangs around looking bored while CA's are regenerating. People have (rightly) complained about either one, whichever I use in my mods. But I always thought the essence of the Shadow Master was that it could use your own skills. So I opted for the "spellcaster" AI.
  18. May be. I increased the range in the last version. I'll do some runs with it and see if scaling it back helps. It has two parameters, "et_maxangle_cone" and "et_range_area" both of which I ramped up from the default values (spell was originally used by Kraal of the Winged Daemons). Either or both might have been increased too far. Though Shadow Disciplines is the support aspect, I felt an Assassin specializing in this aspect was a bit weak so the last version saw some serious power-ups pushed out for him. How do you feel about its damage output?
  19. Hello and thanks for trying the mod! We never finished the Guardian mount. The pictures were just from a test run. It needed much more work done to make it functional.
  20. Please, please tell me this is with a previous character created before installing the mod. I've seen this too, but only with my Temple Guardians that I had previously been playing with under vanilla Sacred 2. I've yet to see this with a newly created Assassin, but I haven't played them extensively enough to rule it out completely. This is the first report I've seen, but then I think Assassin is the least played character. You're right. I checked and it was a blank skills/combat arts level 200 character (one of the downloads). A newly created Assassin under Diablo 2 Fallen has no such issue. Thank f#$%. Some of the changes I made to the scripts are so fundamental that it requires a character to be freshly created under the mod for them function correctly. The Assassin in particular.
  21. No this is not intended. This is a bug. Thank you for catching it! I had the wrong animation assigned, which was causing only one shot. This will be fixed in the next release. I will re-check all weapon abilities with dual wielding as well.
  22. Please, please tell me this is with a previous character created before installing the mod. I've seen this too, but only with my Temple Guardians that I had previously been playing with under vanilla Sacred 2. I've yet to see this with a newly created Assassin, but I haven't played them extensively enough to rule it out completely. This is the first report I've seen, but then I think Assassin is the least played character.
  23. Yeah, the CM Items Mod is now part of the CM Patch. The only thing that's left of the Item Mod to install is a little hotfix which fixed a texture error and also restored the original appearance of the Titan Quest and Torchlight easter egg items. We later got permission to use them. I went through all the Sacred 2 mods I could find earlier this year and updated them all for CM Patch 1.50, and also for as much cross-compatibility as possible. You can find them all in our downloads section. I also opened up a sub-site for Sacred 2 on the Nexus Mods network. My personal recommended mod setup is: CM Items Mod Hotfix <should always be the very first mod> Elite Mounts <should always go second> Enhanced Spells Reduced Fog Mod <can go anywhere in install order> Flix's Music Mod <can go anywhere in install order> There are lots of others, like a new undressed Mod and Wardust's Serious Textures, which can also be wedged in there by way of some compatibility patches. You could also substitute any number of spell mods for Enhanced Spells, such as Age of Heroes, Llama's Mod, or Wardust's Spells. Survival Mod is also popular, though if you use Enhanced Spells, it has its own Challenge Mode in lieu of that. Then of course there is the mega-mod Diablo 2 Fallen but that stands alone as a rule.
  24. Creature Update #17 In this update I show you 2 new dragon bosses I placed in the game. Mutated Dragon Although designed by Ascaron, this dragon design was probably never seen before, since there is no T-Energy near any of the dragons to mutate them. The mutated dragon can be found in the T-Energy Field, near the middle. His attacks and spells inflict mostly magic damage. Blood Dragon The Blood Dragon lives in the Cursed Forest, in the south-eastern part, north of Halko's Manor. His attacks are focused on bleeding and life leech. The design is a recolor of the scaly skinned dragon mount that Pesmontis made.
  25. CM Patch didn't change anything to do with Armor Lore. You're being a little misled by the numbers on the chart, and it's because you overlooked this important little tidbit on the Wiki page: "Regeneration time bonus depends on character level and item quality. It decreases at every level-up, forcing you to spend more points into this skill." Yeah, at level one it's really high. For my Shadow Warrior it's around -50%. But that number would worsen as your character levels up. By the time you hit level 200 you'd be lucky to have -40% even with skill mastery.
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