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Flix

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Everything posted by Flix

  1. After reviewing the drop lists all morning, it was definitely a bug. Leaving aside any later additions and just focusing on the original Ascaron legendaries, there's several legendaries that are just plain missing from most of the places they should be. For one example, take the legendary Moraya's Fire Sword. It's listed everywhere it should be (4 droplists). And this sword isn't common, now or ever. I've never even seen it actually outside of cheating to force it to drop. Roger's Raving Razor, by contrast, is another tier 15 legendary 2h sword, and it only appears on one drop list. It's completely missing from the list of 2h swords, the list of rare+ weapons, and the list of all sword weapons. If the legendaries were all missing from the same lists, I would believe that it was part of their intended rarity. But some legendaries are simply only listed once when their comrades are in the expected places, and there's no rhyme or reason to the omissions. By adding Roger's Raving Razor and some of these other bugged legendaries to the appropriate lists, I'm simply bringing them up to an even keel with the other legendaries, not making them common as uniques by any stretch of the imagination. Mutation Sets are a different story. Silver Fox always thought we made the Mutation sets too common in the Item Mod, and wanted to put them somewhere between what they were and what they are now. They're not exactly common, but if you farm bosses, they may seem that way. They're on a "mini-set" droplist that's almost never used by normal enemies but that bosses seem to love to drop from. I also added the pieces to the expected places like the drop list of boots, the drop list of helms, etc. In retrospect that was probably sufficient and I should have left them off the mini-set drop list. Characters stacking Magic Find and farming bosses is still kind of an alien concept to me, as someone who like to optimize his character for combat, play quests and explore regions, fighting bosses only once per difficulty level. But now I realize it's a playstyle I should account for.
  2. I suspect a some (maybe many) legendary weapons (true tier 15 weapons) are missing from some drop lists, which makes them even more rare than they should be. Legendary jewelry on the other hand seem to appear in the same drop lists as any other unique jewelry. This might explain why the legendaries you're most likely to find are rings and amulets. Take something like Roger's Raving Razor though, it only appears on one drop list as opposed to the usual four lists that a unique like Seyr's Blade appears on. It may be intentional, but I have my doubts. Legendaries are already made very rare through the much lower drop probability in balance.txt, and a lower "weighted probability" in each item's drop entry. Having an item missing from a drop list entirely though, I think that's a bug, and may explain why many players have felt that trying to find a specfic legendary weapon is a fool's errand. By contrast, all legendaries that were added with the CM Patch, Item Mod, and Diablo Mod, are present on the same drop lists as their corresponding uniques. They haven't been dropping like candy or anything (not sure I've seen any yet in normal untweaked gameplay), so I think that I should add the vanilla legendaries to the same lists as well. Just putting that out there, for anyone that was pulling their hair out trying to find a certain legendary, I think some of them are just bugged and basically impossible to find in normal gameplay.
  3. I don't have quite that level of control on placing scenery and static objects. For those all I can do is replace models and textures. For the paintings, I kept the old canvas and frame models and I simply replaced the textures. I'm just thinking out loud here... There may be a way to actually add new objects and move old ones around. There's a script called worldobjects.txt that seems to be full of entries with itemtype ID's and sets of coordinates. Might be worth looking into to see if I can reshape the environment. Generally the rule is no. Most weapon class limitations are hard-coded. The Dragon Mage is an exception because he inherited the skeleton and attachment points of the Shadow Warrior, so he could dual wield. I've tried it and it works, but I simply ran out of room on the interface for the Dual Wield skill. I'd have to remove one of the other skills to make them all fit.
  4. Another update of miscellaneous stuff upcoming in the next version. Spell FX Some of the spell visuals have been tweaked. Burn and poison have new looks. Iron Maiiden's buff ring has the skulls facing outward. The impact explosions of Ice Bolt and Power Strike have been changed. Druid's Firestorm has new flames that crawl across the ground. Enemy Rings The circles around enemy feet have been changed. Normal enemies get simple rings, elites get more ornate designs, and bosses get very elaborate rings. You can of course turn them off in the options menu if you don't like them. The color gradations are the same as always: white poses no threat, on up through green-yellow-orange-red and purple being highest threat. Shrines The old hero statues have been converted to Experience Shrines. You can tell them by their glowing golden glyphs and purple flame. They all give a temporary 100% bonus to experience. Since there's no xp per kill on gear or spells, the bug with the shrines and mentor potions not working is gone. Fine Art - Easter Eggs I replaced all the paintings in the game with new artwork that pays tribute to my favorite RPG's. I won't reveal them all but I'd be interested to see who could find them and identify the characters or scenes. Interface This isn't news, in fact I had the interface basically finalized since the first release. But I never showed any before/after pics, so I made a few gifs showing the changes. In particular I hope this would stop people from saying the fonts got smaller or that the interface should be darker. Beta 0.5 release will probably be ready pretty soon - I'd say less than a week. We've got one more kick-ass creature update coming and then I'll package everything for final testing and release.
  5. Thanks a lot! Dang, does it still say that somewhere? I thought I updated the first post and the changelog to say that it's a permanent buff since version 1.1. I had to change it to a buff because the game treated the Harbinger as a Sakkara Demon (of which there can only be one summoned at a time), so if you had Ker's divine gift (or anyone in your party had it) you couldn't use both at the same time. Also, her modification upgrades didn't work with the Sakkara Demon template.
  6. That rings a bell. There is a wandering merchant with the CM Patch who shows up in random places. I don't know if he was made to sell special mounts or not, but that might explain it.
  7. Cool, thanks. Let me know if you ever find these four (last ones remaining). The latter two would probably be very small in-game. http://www.sacredwiki.org/images/5/53/Painting_015.png http://www.sacredwiki.org/images/f/fe/Painting_002.jpg http://www.sacredwiki.org/images/1/14/Painting_021.jpg http://www.sacredwiki.org/images/c/cb/Painting_022.png
  8. Do you remember where this cave was? I replaced all the paintings with new art as easter eggs for the D2 mod and now I have to track them all down in game to get a look at them. So far, I found 12/21. 9 more to go.
  9. Hello there! The Community Patch sometimes gives false positives for a virus. Every now and then someone reports it, but it's clean. We check the download periodically just to make sure. Although, I don't think the CM Patch would help your particular problem in this case. It sounds like some other kind of issue. I have Windows 7 and I don't run the game in any kind of compatibility mode, so I don't think that's necessary.
  10. Thanks for the feedback. I'll do some more tests and see what I can do. It's always interesting to me when players tell me I made something overpowered, when in fact I never changed it from the base game. For example the Druid's Firestorm is the High Efl's Blazing Tempest almost verbatim. In fact it's been weakened some. I wanted Primal Magic to have some strong spells because two of the Combat Arts (Dragon and Werewolf) don't respond to skills or other modifiers. The Dragon Mage's Dragon Magic aspect was so weak that there was almost no point in taking the aspect skills. I wanted to avoid repeating that. I got the same report with how the Sorceress's Nova was devastatingly powerful, when in fact it was just a weakened form of the Dragon's Mage's Energy Blaze. Anyway, I'll do some more tests with the possibly overpowered abilities. I kind of doubt anything is underpowered at this point. The Paladin's spell damage is focused against Undead, Demons, and T-Mutants. Against them the damage is devastating. Against any other enemy types they will seem weak. A spellcaster Amazon needs Inner Sight, so I've got that working now. I guess it's just a joke, but there's no way your summons clear out the entire Swamp without you even being at your computer. They have a range limit as to how far they'll roam and attack enemies. The Assassin's fire traps aren't very accurate with targeting, but that's why I made them seek out enemies. I'll post some before/after pictures of the interface later.
  11. Yeah, but there's only one line in surface.txt changed in the Item Mod hotfix and I build that line into literally every other mod (and compatibility patch) I make that use surface.txt. It's just the line that keeps the Frozen Gems leg armor from flashing. It's fine, so long as things are installed in the order I said.
  12. What makes you say that? So long as you install the Item Mod after the CM Patch but before anything else it should be fine.
  13. Aaaaaahhhh! Why didn't I know about this until now? This would have been so much help for making some of my mods. I ended up going through blueprint.txt and labeling/reordering everything so I could find it, and here was this awesome spreadsheet with all the items listed the whole time. Check the spreadsheet linked above. Slicing Scythe is 2096 and Impaler of Heroes is 2606.
  14. You're welcome, and you can just call me Flix. "Mister Einsteinium" is just my forum title that we all get (you are Leaden Juggernaut). And welcome to DarkMatters. You can find all kinds of great information here and on the Wiki. It's one of the best game Wiki's out there, and people are still contributing to make it even better.
  15. Thanks for posting the info. It's true the only difference in the language versions is the locale folder, which holds the text and voice files. Krystian actually helped me by translating Enhanced Spells to Polish, so I'm pretty sure he knows that too. I was hoping I could get him to translate the names to Polish though. If anyone wants to help translate the Elite Mounts Mod to other languages it would be a quick job. I can paste the translated names into the main file and the compatibility patches too. 1245864047 Flame Dragon 1245864048 Rime Dragon 1245864049 Oracle Dragon 1245864050 Wild Dragon 1245864051 Watchdog Mobiculum 1245864052 Atomic Mobiculum 1245864053 Energy Core Mobiculum 1245864054 Skirmish Mobiculum 1245864055 Volcanic Tiger 1245864056 Genesis Tiger 1245864160 Mystique Tiger 1245864161 Irrepressible Tiger 1245864162 Enforcer Hound 1245864163 Colossus Hound 1245864164 Crypt Hound 1245864165 Hound of Havoc 1245864166 Infernal Draconicon 1245864167 Elemental Draconicon 1245864168 Ethereal Draconicon 1245864169 Savage Draconicon 1245864273 Blight Spider 1245864274 Apocalypse Spider 1245864275 Scourge Spider 1245864276 Fiend Spider 1245864277 Voracious Lizard 1245864278 Chthonic Lizard 1245864279 Hex Lizard 1245864280 Indomitable Lizard 1245864281 Hippocampus 1245864282 Aureus Drake 1245864386 Argenteus Drake We did use some unusual and exotic words for the names so I could give some clarification or synonyms if needed.
  16. It's been fixed. You'll just have to wait until the next release.
  17. Well, if it's a mod I'm making then yes it's in English. Unless someone translated the names of the mounts, the only thing I could do is paste the English names into the Polish texts and call it the "Polish version."
  18. Well, those are all spells from my Diablo 2 mod so I'm responsible for the lag in those cases. And I did my best to cobble together spells and spell fx that resembled the originals. Maybe upgrade your computer.
  19. We try to keep the Wiki updated with official patches and the latest community patch. If you have Sacred 2 Gold, you don't need any official patches. Just install the Community Patch (direct link), and you're all set.
  20. Here is a small Character Design Update First is a really cool redesign of the Paladin's default gear made by Pesmontis. It's a chainmail and leather outfit more befitting a warrior than the old blouse and skirt. Vampire also kindly brought to my attention some of Wardust's Textures that I left out of the mod. No more neon pink and purple for the Barbarian. I must have been temporarily insane to have passed over these exquisite designs of these Assassin skins. Pics have been added to the respective character design overviews for the Paladin, Barbarian, and Assassin.
  21. It doesn't matter how you move, you just have to keep moving. You can't stop to do anything else or the charge ends. Yeah, I've been getting this bug report for a long time. It's just the way the game is. It was the same in the normal game with the Seraphim's Battle Stance or any other buff modified as a party buff. There's nothing I can do about it. The easiest way to avoid it is to turn off your buffs before someone else teleports to you. I'll post what Silver Fox wrote to me about it when he tested it: I'll see about putting a link to this info in the first post and in the readme.txt.
  22. There's only an English translation. That goes for the compatibility patches too. The Dragon Mage has armored Draconicons, no other mounts.
  23. Of course. After all the trouble we went through to add the new ones into the CM Patch, I wouldn't turn around and remove them all. Some enemies even use them now.
  24. Charge lasts 90 seconds. You have to hold down the left mouse button and keep moving. Used like this, it can be used indefinitely, since there's no cooldown. If you stop moving, the Charge ends. I've been maintaining a list of everything I've been working on and everything I'm planning in the first post since I first started. But now I've done almost everything so there's only a few things left to do, listed as: (in progress). These are: adding the 3 mercenaries as hirelings, rewriting the character class quests for the new classes, and finally recreating the side quests from Diablo 2. Unless you have a mastery of the quest scripts in this game I don't think there's much you can help with. Right now testing the mod is the best help players can give me. Right now that seems like a lot of unnecessary extra work, especially since I'm already going to so much trouble to document everything in this thread and keep a table of contents in the first post. Maybe once the mod is complete.
  25. I tried very hard to make sure all the classes were balanced. Whenever I hear about a class that dominates (Sorceress with Fire Wall) I make sure it's not overpowered. The same goes for a combat art that's too weak. If it's useless to players then it's a flaw in the mod. But I can only test so much, I'm just one person, that's why I need player feedback to fine-tune the balance. For magic users a fire / lightning Sorceress is probably the easiest to use. For melee, a Barbarian specializing in Berserk Combat and Tactical Warfare would be unstoppable with the right skills. 2-handed weapons in this mod are generally much better than in normal Sacred 2.
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