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Flix

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Everything posted by Flix

  1. I would think some of the mod-makers would work on a Grim Dawn Vault, since the games are built on similar code? If I'm not mistaken there's a Grim Dawn Defiler (similar to the Titan Quest Defiler program).
  2. I've gone back to work on Dimitriy's armored models. The Draconicon is now finished and ready to go. These mounts will be coming to you via my Diablo mod, but when they're all done I plan to release a version that can go on top of the normal game. Primal Draconicon Bursting with fire and flames, this Draconicon is geared toward Primal Magic (Dragon Magic). Elemental Draconicon Green as if grown from the very earth itself, this Draconicon is geared toward Elemental Magic. Feral Draconicon Infused with wild spiritual energy, this Draconicon is geared toward Nature Summons (Mentalism). Savage Draconicon A mix of all elements and abilities, while not excelling at any, this is a general purpose Draconicon. The bonuses will actually be much greater at high levels, because these stats were taken in normal difficulty.
  3. There's something I've been meaning to post for a while now, and that is that I changed the animation for the Paladin's Smite to that used by Assailing Somersault. It's slow and floaty compared to the instant bash of the old animation, but it seems to have effectively solved the freezing problem, which I realized was worse than I thought after extended testing.
  4. New Release: Diablo 2 Fallen Beta 0.4 [OBSOLETE] Please read the following! Download is about 590MB, unpacked it's around 680MB, so you will need at least that much free HD space. This mod requires the latest version of the Community Patch (1.50) to be installed beforehand. My recommendation is not to have any other mods installed if you're going to play D2F. None. This is a huge mod and compatibility is very limited. Item Mod 1.2a hf is already included, and custom versions of the Survival Mod and Serious Textures mod are also integrated. Music is not included. The music pack is a separate download available HERE. But you don't need to download it again if you already have it. My recommendation is to set "commentary" to OFF. The characters will still speak at certain times (inventory full, accept/reject/solve quest, find unique, etc.), and all of those instances have been replaced with D2 character voices. If you don't turn commentary off you will hear a weird mix of vanilla and D2F character voices. The fonts needed for the interface are located in the "pak/fonts" directory of the mod. They are three .ttf files. Double click them to install them on your system. Detailed Install Instructions (New Users): Download the Generic Mod Enabler (GME) and install it to your Sacred 2 root folder (the folder where Sacred 2 is installed).Mod Enabler is available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml After running the GME once, it will make a folder called "MODS" there. Extract the contents of the D2F .rar file into the "MODS" folder. There should be two folders: "Diablo 2 Fallen Beta 0.4" and "D2F Inferno Patch". If using the D2F music pack, extract its contents ("music" folder) into the "pak" folder of the mod. So the structure will look like: [Diablo 2 Fallen Beta 0.4/pak/music]. Run the GME and enable Diablo 2 Fallen Beta 0.4. It may take a moment to install. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish. -Optional - "Inferno Edition" patch should be enabled after enabling the main mod. Disable it before disabling the main mod. The fonts needed for the interface are located in the "pak/fonts" directory of the mod. They are three .ttf files. Double click them to install them on your system. Play with new characters only. Previous Users: Disable the old version of D2F with the GME (important!) Remove the old D2F folder from your "MODS" folder. Place the new "Diablo 2 Fallen Beta 0.4" folder into the "MODS" folder. Enable as usual. -Optional - "Inferno Edition" patch should be enabled after enabling the main mod. Disable it before disabling the main mod. You can continue playing with characters started under previous versions of D2F. Thanks to: Pesmontis for all his ideas and helping me import countless new monster and item designs. Silver Fox for scripting advice, and his work on textures, making new items, and god statues. VAMPIRE for making the French translation. Wardust for hundreds of ideas on changing textures of the landscape, enemies, and the characters. steinerrr for ideas on how to increase the power and challenge of monsters. SX255 for some Sabre Cat textures. The CM Patch team and all the modders who came before me, made modding tools, and showed me the way. Everyone who played the mod, posted feedback, and gave support. ========================================================= ========================================================= A month late, but an extra month's worth of new content as well. Hope you enjoy. Visual Guide to D2F Unique Weapons has been updated, the most major update in a while. List of D2F Quest Rewards has been updated as well. Here's a few last minute odds and ends: Shields I revised all the random shield blueprints as I did with the other weapons, to make sure rickety wooden shields were normals and fancy exotic shields were rares. You should see a more even, wider variety of designs now. I also added a few new shields. First is an unused wooden kite shield I found that Ascaron made. Second is a lantern fish shield I made that's now a rare shield. Third is a celtic design roundshield that's used by the Thraconians, and last is a skull shield that is used by Haenir (boss of the Northland Expedition quest). Mercenaries Teaser You can see a new feature listed under "work in progress" on the front page now: "Mercenaries: Hire past heroes from Sacred 1 to join you in your battles!" Here's a teaser for this upcoming feature: Wood Elf, Gladiator, and Battle Mage are all set to be part of the D2F experience. I just need to do the quest scripting. Though you can't hire them yet, you can stop by and say hello to them in the current version. I won't say exactly where, but they're all somewhere in Tyr-Lysia. Here's a hint: pics of the mercenaries in their current locations.
  5. New Character Designs The Paladin The Paladin finally gets new icons along with the other remaining characters in beta 0.4. I made her dark-skinned like the original Paladin, but by default she is still light-skinned with fair hair. It's easy enough to use the custom sliders to make her any color you want. Since she is not an angel, the Paladin has a new human face with piercing blue eyes, made by Wardust. Her default gear is a new chainmail and leather outfit made by Pesmontis. The Paladin can equip wings in imitation and reverence of the angels, but she has none as fallback equipment. Right now, the Paladin has one new unique hairstyle to make her seem less like the old familiar Seraphim. The twin ponytails are replaced: Armor Designs Some of these changes are from Wardust's serious textures. Many needed extra tweaking to avoid all kinds of strange glitches, like metal shaders being applied to skin, and custom skin colors changing armor color. Some had to be discarded. The end result is not a lot of changes, but some are striking. Links go to the original designs on the Wiki for comparison. Iron Armor Leather Armor Magic Armor Angel Dust Armor 4th pic is Niokaste's Blade Dance, focused on the Sublime Combat aspect. 5th pic is Virtues of the Seraphim - I made this set more rare in the latest release, due to its power. Mystique Armor 4th pic is Revelation of the Seraphim, focused on the Devout Offense aspect. 5th pic is Sopor Aethernis, also focused on Devout Offense
  6. D2F Strategies #3: Debuffs part 3 The debuffs listed here are the leftover odds and ends, that have idiosyncratic effects and behaviors that are unlike other debuffs. Notably, these are the debuffs that you can not protect yourself from with the "Detrimental Magic Effects -X%" modifier. I inserted Wiki links where appropriate for pictures and further reading. Stun Stun is a particularly dangerous debuff because it leaves the player completely incapacitated and helpless. Stun always has a fixed duration: 3 seconds. After being stunned, the player has a 4.5 second immunity to stun, which prevents "stun-lock" exploits (the same is true against enemies). It's a common debuff for bosses to use: General Terus and the Facetelleon are particularly dangerous as they have spells with 100% chance to stun. The Nameless Guardians and the Octagolamus have spells with 50% chance to stun. "enemy_electricity_shock" - is the narrow electric cone shock used by Willowisps and dozens of other enemies. In D2F it has a 50% chance to stun you. "enemy_area_stomp" - the "stomp" is a nova attack that has the same graphics as the Barbarian's War Cry. It's used by large enemies: Minotaurs, Ogres, Trolls, Giants, Ents. 80% chance to stun. "enemy_teleport" - enemies that can teleport have a 50% chance to stun you if you're close by. This includes Demon Gremlins, Flayer Shamans, Ice Elementals, Blood Dryad Shamans, Swamp Skeleton Mages, Ghost Mages, Mazzagon, and Icehawk Riftwing "enemy_flammenwerfer" - enemies can now use Furious Emblazer, and stun you with it (10% chance). It's used by elite Fire Elementals, Witch Doctor Endugu, and Fire Tower traps. "enemy_schockpulse" - elite mechanical guardians in the Wastelands can use Untouchable Force, which of course can stun you (10% chance). Bremm Sparkfist can also use it. "enemy_shocknova" - this is a lightning nova I made for the mod. Chance to stun is 20%. It's only used by Stormtree and the Summoner. "enemy_wirbelsprung" - Assailing Somersault, used by Izual. 15% chance to stun you if you're near her jumping off point. "enemy_brsrk_zerfetzen" - this is a special version of the bleeding hard hit that I made. It additionally has life leech damage and 10% chance to stun you. It's used by werewolves, vampires, bats, Dragon Berserks, Blood Divers, Varmin, the Dark Seraphim, Szzark the Burning, Eyeback the Unleashed, Eldritch the Rectifier, Hephasto the Smith, and Andariel. The best way to defend against being stunned is to use the item modifiers: 'Block Chance: Stun' or 'Chance to Reflect: Stun.' The modifier also appears on a few combat arts: Stun can be blocked by Natural Resistance (Barbarian), and Dodge (Amazon). Stun can be reflected by Thorns (Paladin) and Helgrotha's divine gift, Salvation. Knockback Knockback has been removed from enemies in Diablo 2 Fallen, because it can cause a rare glitch that leaves your character permanently unable to move or take action. The player still has the ability to cause knockback. There are however also combat arts with a "push" ability, which always triggers and actually knocks you back much further than the standard knockback debuff. These are: "boss_krake_flutwelle" - this is the water spray attack used by the Octagolamus. It's also used by the smaller counterparts in the swamp, the Stygian Lurkers. "boss_firedemon_wegschlagen" - the Carnach has a melee attack that pushes you back "boss_auge_schockwelle" - this is the enemy version of Gust of Wind/Arctic Blast. It's used by the Abishai of Dissension. In D2F it's also used by the Ice Hydra, Snapchip Shatter, and Baal. "enemy_cone_wind" - like a weaker gust of wind type attack, this spell is used by harpies, griffons, and Blood Divers in the Cursed Forest. The "Block Chance: Knockback" modifier has been removed from the game. To avoid being "pushed," Block/Reflect the spell or attack that causes the effect. CA Regen Penalty When you are hit by this debuff, you get a CA regeneration penalty for 10 seconds. Spells that took 2 seconds to regenerate may now take 6 seconds. This debuff only appears on one enemy combat art: Mind Strike, used by The Banshee (boss), The Evocator (boss), Scaron (boss), and elite Demonic Skulls in the Blood Forest. Energy Annihilation Energy Annihilation is a debuff that disrupts your CA regeneration. When you are hit by it, all your Combat Arts go on regeneration as if you had just cast them. This can be a huge problem for spellcasters or melee characters who rely on combat arts. Luckily there are only two ways to be debuffed like this. One is a trap which you can avoid, the second is close-range buff that requires the enemy to be close to you. It does no damage to you. "boss_auge_traps_kk" - another of the Abishai's traps, also used by Achmel the Cursed and elite Mechanical Hunters in the Wastelands. "boss_phoenix_energytrap" - used by Narmul the ice phoenix, this is a similar trap to the Abishai's, although this one is static and does not seek you out. "enemy_aura_energyleech" - a buff that's only used by Flying Eyes in the normal game. In D2F, it's also used by Witch Moon, Ancient Kaa the Soulless, Frozenstein, and Hierophants. Life Leeched Per Hit Life Leech damage is serious business because there's no resisting it, not to mention it will heal your opponent in addition to damaging you. Attacks with this property inflict an additional flat amount of Life Leech damage with every hit. The Facetelleon has three different attacks with life leeched per hit. A whirlwind aura similar to the Druid's Hurricane, a blue nova explosion, and a temp buff that also slows your movement, attack, and stuns you. "boss_auge_blutsturm" - this is a blood-cloud Area of Effect attack used by the Abishai. In D2F it's also used by the Banished (vampire mages) in the Whisperwood. "boss_auge_traps_lifeleech" - the Abishai's life leech seeking trap. In D2F it's also used by Varmin, the boss of the Druid's class chain quest. "witch_aura_lifeleech" - a life leech aura made for the CM Boss, Asmarael Queen of Spiders. It's also used by Varmin, the Countess, the Blood Lord, and Wyland Voidbringer. It's a temp buff only lasting 20 seconds. It originally had massive Leech Life %, which I removed completely because it was insanely overpowered. "buff_aura_lifeleech" - this is a stronger and much longer-lasting life leech aura (still not as strong as Asmarael's old buff). It additionally has a small amount of LL%, and lasts 3 minutes (I would have just made a permanent buff but the mechanics didn't allow for it). It's only used by Mephisto. "enemy_brsrk_zerfetzen" - the special bleeding/leeching hard hit used by several enemies (see list above under 'Stun'). Leech Life From Opponents % Generally more useful against enemies (especially those with high hitpoints like bosses), and much more dangerous to you, LL% is fairly rare for enemies to use. "boss_krake_heranziehen" - this is the "pull" attack used by the Octagolamus, that draws you towards it and leeches your life. "enemy_ghost_schock_1" - the infamous used by Flying Eyes, Draconic Dragonflies, and Crystal Traps. It's also used by the Banished, Diablo, Swamp Skeleton Mages, Elite Mummy Priests, Summoner Demons in the Wastelands, Rabbit Cultists, and one of Daloriel's companions (Bergentar). "buff_aura_lifeleech" - mentioned above, the life leech buff used by Mephisto. Deadly Strike Formerly "death blow," this modifier was renamed after the D2 equivalent ability. No enemy spells have this property, but some player combat arts do. It causes you to begin dealing double damage when the target's hitpoints fall below a certain threshold. The threshold is dependent on the combat art and can be raised by the modifier "opponent level for deadly strike." Not strictly a debuff, but worth mentioning to avoid confusion about the renaming. As far as I know there are no enemies that can use Deadly Strike, and there's no way to defend against it (in PVP), except for blocking/reflecting the attack that causes it. Crushing Blow & Shattering Blow Crushing Blow was formerly known as Deep Wounds. When triggered, a weapon hit reduces the target's hitpoints by 8% for 10 seconds. No enemy spells have this property, but all playable characters except Sorceress and Necromancer have at least one combat art that can be modified to inflict Crushing Blow. There is also a stronger version (20% hp reduction) that only appears on items, called Shattering Blow (formerly Deadly Wounds). These two debuffs were renamed after similar D2 modifiers because they don't cause any bleeding damage like the 2 proper 'wounds' debuffs (Open Wounds and Mortal Wounds), and to simplify the terminology. As far as I know, there are no enemies that can use Crushing Blow or Shattering Blow, and there's no way to defend against it (in PVP), except for blocking/reflecting the attack that causes it. Mortal Wounds Formerly 'serious open wounds' this debuff is a combination of Open Wounds and Crushing Blow, reducing your hitpoints by 8% for 10 seconds and causing bleeding DOT. Because of this extreme power it only appears on one enemy spell: "boss_auge_traps_mortalstrike" - another of the Abishai's seeking traps, in D2F it's also used by Lachdanan, T-Mutant Orcs, and T-Mutant Dryads.All playable characters except Sorceress and Druid have one melee combat art that can be modified to inflict Mortal Wounds. Detrimental Magic Effects -X% WILL reduce the bleeding damage, it's unknown if it affects the Crushing Blow effect. As with all the debuffs listed in this installment, the best defense against it is to block/reflect the attack/spell that causes the effect. If the source of the debuff is a spell, then Philios' divine gift Redemption will provide protection, as it banishes almost all enemy spells and has a high chance to block any that slip through. This guide wraps up the series on debuffs. If's there anything else about the mod that people would like explained or want some guidance about, I'd probably be willing to write some more articles.
  7. There's a cool little abandoned mine in the Jungle that's filled with them. Makes you wonder if that's what they were mining there, or they were used to simply light up the darkness.
  8. Mini-Set Redesigns Unlike full armor sets, mini-sets are typically 3-5 pieces that aren't focused on any particular aspect. Unfortunately, many are assembled of random mismatched pieces, which I think is a missed opportunity to showcase the standard sets. All random armor, from junk to rare, actually belongs to a visually coherent "set" of armor (such as leather, iron, cloth, etc.). Now the pieces of the mini-sets match each other better. I also changed some unique armor piece designs so they're not shared by set pieces. I know some players choose their armor not just on function but also appearance, so hopefully this will help make the mini-sets more appealing. These changes don't apply retroactively. Only new copies of the items that drop will be changed. So if you already have copies or get them from the downloads section they will still be the old designs. Sorceress Sorceress mini-sets were all completely overhauled, as they all used pieces from the Pearl, Raven, and Diamond sets, which are already used for two full sets each (Celadrahil/Nine Hells, Ancestors/Spectrum, Faladal/Jewels). 1st pic: Ashes of Perdition - now uses pieces from the new snake-skin leather set. 2nd pic: Vestments of Innocence - is now all white cloth. 3rd pic: Garments of the Storms - the green huntress skin was the overwhelming fan favorite when I designed all the Children of Asha armors. Now it's used for this mini-set. I changed Helmet of Storms into Boots of Storms for some variety. 4th pic: Velaria's Heirloom - now uses pieces of the golden iron armor. 5th pic: Virgo's Revenge - now uses pieces of the magic armor.
  9. D2F Strategies #2: Debuffs part 2 This guide focuses on debuffs as described on the "Debuff as a magic effect" Wiki Page. These are the enemy spells and attacks that weaken or hinder your powers in some way. They may or may not cause damage. Burning, Poisoning, Open Wounds, and Damage over Time will not be discussed here because they only cause damage. Likewise player combat arts and god spells will not be listed because their debuff properties are easily visible in their tooltips. I inserted Wiki links and pics where appropriate for further reading. Weaken "Weaken" is the secondary damage effect which lowers your attributes. It has a chance to trigger from any magic damage, whether inflicted by spells or weapons. However, these two magic spells have a bonus 30% chance to Weaken: "enemy_magieball" - this the generic purple magic blob that enemies shoot at you "enemy_electricity_shock" - this is the narrow lightning cone used by willowisps and dozens of other enemies in D2F The modifier "Opponent's Chance to Weaken - X%" will protect from these effects. Magic armor and damage mitigation will lessen the effect by reducing the initial damage. Some enemy attacks have a guaranteed attribute penalty as well. These can't be defended from by the above modifiers. The severity and duration of the penalty are dependant on the spell and the enemy's level. "boss_fog_schwaechen" - a buff used only by the Mist of Miasma "boss_fog_hurricane" - a storm cloud attack used by the Mist of Miasma, and harpy mages (Black Raptors) "boss_scorpion_schmutzwolke" - a dirt spray attack used by the Garganthropod "enemy_mutieren" - Primal Mutation, used by the Scaron, Thranak, Wyland Voidbringer, Daloriel the Depraved, and elite mechanical warriors in the Wastelands Freezing and Movement Speed Penalty "Freeze" is the secondary damage effect which lowers your movement speed. It has a chance to trigger from any ice damage, whether inflicted by spells or weapons. Almost all enemy ice spells also have a guaranteed slowing effect as well (think of it as a trade-off for enjoying much higher run speed in this mod). This means they can't be defended against by "Opponent's Chance to Freeze" or Ice armor and mitigation (these modifiers will defend against general freezing effects, just not the guaranteed slowing effects). The severity and duration of the movement speed penalty are dependant on the spell and the enemy's level. One type of freezing attack to take note of is the Freezing Hard Hit. It has a guaranteed slowing effect. You can see its effects as a blue trail on the enemy's weapon or claws when they go to hit you. These are the spells that will slow your movement that aren't ice-based: "boss_scorpion_schmutzwolke" - the dirt spray used by the Garganthropod "enemy_dragon_fly_pestball" - a large green poison ball/Area of Effect used by the Swamp Dragon "enemy_quaelen" - Twisted Torment, used by Bog Demons, Father Dagon, Sinister Prince, Poison Lord, and elite Flying Eyes "enemy_gedankenschlag" - Mind Strike, used by Scaron, the Evocator, the Banshee, and elite Flying Skulls "enemy_faecherblitz" - Levin Array, used by dozens of enemies, you'll know it from the huge lightning cone. It also penalizes your attack speed. "enemy_wirbelsprung" - Assailing Somersault, used by Izual Attack/Cast Speed Penalty A variety of attacks can penalize your attack and casting speed. This can be very frustrating, especially for weapon users. Here are some examples: "enemy_blind" - probably the most infamous, this is the black cloud that surrounds your head and slows your attacks. Harpies and Olm in the swamp can use it. Many bosses, superuniques, and T-Mutations use it as well. "boss_auge_traps_blind" - one of the Abishai's traps, with the same effect as the spell. Elite Du'Rach officers can use it as well in D2F. "enemy_spider_net" - if you get webbed by a spider, you're suffering an attack speed penalty as well "enemy_verderbensfluch" - Black Curse, used by elite Fiends (flying demons), Father Dagon, Ancient Kaa the Soulless, the Sinister Prince, and Witch Doctor Endugu Attack Rating Penalty While not particularly devastating, this debuff can be annoying when paired with other debuffs, like speed penalties. "enemy_blind" and "boss_auge_traps_blind" spells combine attack rating and attack speed penalties "enemy_area_weaken" - this is a hazy blue nova attack, used by dozens of enemies, notably Hydras, Gorebelly Elders, The Harpy Queen,The Summoner, Troll Shamans, Mechanical Assassins, and many others. "enemy_standarte" - Elite Undead Tribunes can raise an evil battle flag, that, aside from boosting enemy power, penalizes your attack rating Armor/Resistance Penalty There are a few different ways enemies can penalize your damage resistance, none of them particularly common. "enemy_area_weaken" and "enemy_verderbensfluch" (black curse) both will penalize your Physical Armor for a time. It can't reduce the value below zero. Physical damage mitigation can still protect you. "shelob_frosty_lair" is a special frost Area of Effect made for the CM boss Shelob. It has a "lower armor" effect that is similar to the physical armor penalty, but it applies to all damage types. Your armor can't be reduced below zero, and damage mitigation will still protect you. "enemy_icy_evanescence" acts just like the old Temple Guardian spell, in that it makes you more sensitive to ice damage. This applies whether or not you have any ice armor, and it can pierce damage mitigatiion as well, making it serious business. It's only used by 3 enemies: The Ice Lord, the Fury Broodmother, and the Summoner. "enemy_loweresist" - this is a rare curse that makes you more sensitive to ice, fire, poison and magic damage types. It is only used by Baal and Nihlathak the necromancer. Very dangerous. A few spells have a rare property that inverts your physical armor. So the more physical resistance you have, the more damage you take when you're hit by these spells. Damage Mitigation can still protect from it, but you'll need more of it as you'll be suffering more damage. Kral's Sonic Shriek has this property, as well as Shelob's Frosty Lair, and Mind Strike, used by Scaron, the Evocator, the Banshee, and elite Flying Skulls. Root Root is a very irritating debuff, particularly for melee characters, because it keeps you from moving. Luckily you can still use items, spells and ranged attacks, and if neccesary, teleport away. Some enemies that can root you are: the Octagolamus, the Succubus, Diablo, Andariel, Swamp Olm, Skeleton Mages, Orc Shamans, Lizard Priests, Thorned Hulks, Blood Valkyrie Shamans, T-Mutations, Cult Shamans, and the Swamp Dragon. Baal has his own special poison root attack with ethereal tendrils It's also used by Ismail Vilehand. Web attacks used by spiders and Asmarael the Spider Queen effectively root you as well. And don't forget those pesky mechanical rooting traps. The best way to directly resist this effect is to use the modifier "Block Chance: Root" or the more rare "Chance to Reflect: Root" (only available on the Paladin's Charge and Helgrotha's divine gift Salvation). Resisting Debuffs Apart from the specific defensive modifiers listed above, there is 1 direct defense against all the debuffs listed above: the modifier "Detrimental Magic Effects -X%". It can be acquired in 3 different ways: As an item modifier, as a property of spells, and as the mastery bonus of the "Spell Resistance" skill. However it is acquired, this modifier reduces debuff duration and the intensity of the effect. Detrimental Magic Effects -X% can be found as a modification on these spells: Druid's Cyclone Armor, Assassin's Burst of Speed, Amazon's Inner Sight, Barbarian's Iron Skin, and the Paladin's Prayer. Another way to avoid these debuffs is to block or reflect the attack/spell that causes them in the first place. All of the "block/reflect chance: close combat/projectiles/combat arts" modifiers are useful in this regard. They can be found on a variety of items and spells.
  10. Agreed on the wights and the Others. We get way more of them in the show. Disagree about the dragons. In fact I remember MORE stuff happening with the dragons in the books. I remember her two little ones getting loose and burning the city before she left. Overall, yeah the show is super streamlined. Some changes I like (Brienne vs. the Hound), some I strongly disagree with (no Lady Stoneheart). Most changes are just different, not better or worse.
  11. New character designs: The Sorceress Beta 0.4 will unveil the new design for the Sorceress. She has a new face (courtesy Silver Fox), and darker tanned skin, but she can be made to have fair skin at character creation if desired. Her default gear is simple: top, skirt, boots. No tattoos, no jewelry. The Sorceress has a more mature look compared to the High Elf. She has a completely new selection of hairstyles. Three were made by Silver Fox, and three by Pesmontis. Her hair now has a wider range of color, from shock white to raven black. Armor Designs The High Elf got a lot of attention in Wardust's Serious Textures Mod, and we were able to bring many of the changes into D2F. Silver Fox and I spent a lot of time ironing out the texture glitches and making sure everything looked right. Links go to the original designs on the Wiki for comparison. Cloth Armor 5th pic is Christmas Set Leather Armor Iron Armor Generic Armor Magic Armor Special Armor 4th pic is Glimborin's Garments of Mutation Pearl Armor 4th pic is Celadrhil's Pandemonium, focused on Fire Spells aspect 5th pic is Armaments of the Nine Hells, also focused on Fire Spells aspect Diamond Armor 4th pic is Faladal's Blizzard, focused on Cold Spells aspect 5th pic is Frozen Gems, also focused on Cold Spells aspect Raven Armor 5th pic is Adornments of the Ancestors, focused on Lightning Spells aspect 6th pic is Mage of the Spectrum, also focused on Lightning Spells aspect The recent CM Patch additions were not changed: Lara's Glad Rags, Children of Asha, and Range Array, although the skin was adjusted to match the new base skin. Currently no new gear is planned for the Sorceress, but that may change if Silver Fox returns to the project. The Sorc does get a new wand in the next release: The Oculus.
  12. That's correct. Until now there was no DarkMatters download for this item and therefore no download button on the Wiki. I love that feature by the way.
  13. Item Update Shields for the Necromancer The Necromancer can now wield shields of all kinds. He will now have the Shield Lore skill available to boost their power. By the way, the second picture below shows the unused energy pistol I mentioned finding in a previous post. Shrunken Heads for the Necromancer The Necromancer now has a special kind of shield that only he can use: Shrunken Heads. These items behave like normal shields (NOT like Dryad's old shrunken heads). So they don't drop from certain enemy types or give racial damage bonuses. What they do is give armor and defense like normal shields, as well as Necromancer-specific bonuses. Normal Shrunken Heads will have a random shield bonus and + to a random Necromancer combat art. Magic heads will additionally have + to one of the Necromancer's combat art skills. Rare heads will additionally have a chance to block ranged/close combat/spells, and also have a chance for a silver socket on top of all that. They come in the varieties: Shrunken Head, Preserved Head, Mummified Head There are also 4 unique shrunken heads recreated from D2: Trang-Oul's Wing, Homunculus, Boneflame, and Darkforce Spawn. Trophies for the Amazon The Amazon no longer has shrunken heads. Instead they are replaced with Trophies, like those a hunter might keep (but not a voodoo priestess). These special items still behave like the old shrunken heads, giving a small armor bonus and some random bonuses. They drop from certain enemy types, and enhance the damage against that enemy, although no Amazon spells specially gain power from them. They have simple names that match the enemy type they are connected to: Humanoid Monster Trophy - is a kobold claw Orc Trophy - is an orc claw Human Trophy - is a slave shackle Monster Trophy - is a monster's fang Undead Trophy - is a mysterious magical symbol Animal Trophy - is a bear head Dragon Trophiy - is a dragon head Insect Trophy - is a captured bug T-Mutation Trophiy - is vials of T-Energy and alchemical fluids Amazon Trophy - is a talisman woven from branches Elven Trophy - is a pouch of valuables New Rare and Unique Jewels Jewels are the new damage converters of the game, as I described in an earlier post. I've since made some improvement to rare jewels. They now have a chance to have an extra bonus besides damage conversion. Rare jewels may now also give a chance to cause the secondary effect associated with the damage type (poison, freeze, etc.) I have additionally created 4 unique jewels, inspired by the Rainbow Facets from D2. Unique jewels have special names and give a bonus +% to the damage type in addition to damage conversion. Damage converters were always the "expendable" socketable item. If you had to unsocket something, you could always choose the ring or amulet over the damage converter, because you could always just get another one. Now, you may have to think twice about giving up that jewel. Herald of Zakarum This a Paladin-specific shield recreated from D2. If people like it I may boost its power and make it the new reward for the Paladin class quest (was Huntress of Light in vanilla, is currently the BFG legendary energy weapon). Harlequin Crest For the quest Manners Maketh Kobold, you previously got a joke reward, a useless junk Fool's Cap. Now that cap is a decent quest reward, with bonuses inspired by the D2 Harlequin Crest. The modifiers are semi-random. It will always have + All Skills. It will also have either two silver sockets, or Magic Find% and a bronze socket .
  14. My favorite metal band covering my favorite grunge band.
  15. It's because the game still thinks it's Dragon Form, which can't go into a combo. It's listed in the known issues. There's nothing I can do about it.
  16. Hello, thanks for trying the mod. It sounds like you didn't install the fonts as instructed.
  17. There's differences in the book with the Red Wedding. Rob's wife isn't there so she gets away. And Catelyn Stark gets resurrected by Thoros of Myr. I understand they have to change things, but at least with Catelyn, it seems like she has an important role to play. Since GRRM has divulged important future plot details to the showrunners, it makes me think that she's not important at all. When the show disregards things from the book, I get the feeling that it's actually a throw-away character or plot, and I'm less interested in reading about it. Kind of a sour mix, being a show fan and a book fan at once. And I agree, since he takes forever to write the books, I fully believe that the show's 7 seasons will be completely done and finished before we ever see another book in the series (even though there are supposed to be only 2 more books, it will probably take another decade at least to see them released).
  18. Item Update Throwing Daggers I gave random throwing daggers new names: Throwing Dagger, Flying Knife, and Winged Blade. There are now two new unique throwing dagger recreations from D2: Warshrike and Deathbit. Throwing Axes Pesmontis helped me make a whole new ranged weapon classification. They come in the varieties Throwing Axe, Flying Axe, and Francisca. They tend to have slightly higher damage than throwing daggers of the same level. I also recreated three unique throwing axes from D2: Glimmershred, Lacerator, and The Scalper. Shortbows I saw that there are only blueprints for normal shortbows, so I made magic and rare blueprints. You can now find higher quality shortbows. I have also boosted the selection of shortbow models by borrowing some NPC shortbows. Shortbows have less damage than longbows but faster attack speed. The varieties are: Short Bow, Edge Bow, and Spider Bow. I did a little tweaking for longbows and recurve bows as well, with a better distribution of designs. The varieties of longbows are: Longbow, Battle Bow, War Bow. The varieties of recurve bows are: Recurve Bow, Hunter's Bow, Composite Bow. I reclassified Ettolrahc Notwen's Recurve Bow to be an actual recurve bow and added its model to the selection of randoms. Energy Weapons I revised all the blueprints for energy weapons and pistols. You should now see a better variety of designs for randoms. I also found a pistol that was only used by Temple Guardians that I added to the random mix (forgot to take a pic). Long Swords More revisions of random items. I also found a total of 5 unused sword designs in the game files, that are now added to the random selection: The first two are just alternate textures for models that are in-game already. The third and fourth use a totally new model with two texture variants. The fifth is another totally unused model, with an interesting texture. On the blade is the inscription, "M.G. was here." Who is M.G.? Could it be Ascaron developer Marko Giertolla? Maybe so... Long swords are strength-based, and all have a uniform icon size of 1x4 now. CM Patch actually reclassified a number of longswords to be dex-based shortswords, based on their small 1x3 icons. Their heart was in the right place, but the result was many big swords were now supposed to be considered "short" just because they happened to have small icons. So, I undid these changes, and instead increased the icon size so that all longswords now had 1x4 icons. The varieites of Long Swords are: Longsword, Broadsword, Runesword. Sabers are, for all intents and purposes, identical to longswords except for appearance and names (Saber, Falchion, Scimitar). Not many changes here. For uniques, I have replaced Darkened Soul with Hellplague, and I used one of the new unused models for Huntress of Light, since the old model was already used for two other uniques. Huntress of Light is no longer the classquest reward for the Paladin, she now gets the BFG (legendary item). Huntress of Light is now the reward for completing the CM Patch quest, The Imposter. It is no longer a Paladin-exclusive sword. B@stard Swords In real life, B@stard Swords are in-between 1h and 2h swords in size, meaning they can be used as either. In Sacred 2, there's really not much difference between longswords and b@stard swords (sometimes the latter are even smaller). They have the same attack speed, 1x4 icon size, and strength-based damage. The only difference is B@stard swords do a little bit more damage than equivalent longswords. The varieties are: B@stard Sword, Battle Sword, Gothic Blade. I converted Ice Flash into Frostwind. I also made a new b@stard sword, Azurewrath. 2h Swords got a few tweaks and additions. The varieties are: Great Sword, Flamberge, War Blade. You can see find the corrupted and angelic versions of Tyrael's sword as magic and rare randoms, respectively. The angelic axe used by Tyrael in the Wastelands is also available as a random rare 2h axe. I tweaked shortswords some. A wider selection of models, plus some reclassifications so the swords that are actually, physically short are classified as such. They gain damage from dexterity and all have a 1x3 icon size. The varieties are: Short Sword, Quick Blade, Eviscerator. Why do you keep talking about icon size? I think it's important for weapon classifications to be obvious, not just from the names, but at a glance. If you're buying a weapon, you can't equip it first and see whether it's strength-based or dexterity-based. In D2F, the distinction is important because I gave attributes greater influence on weapon damage. So, I wanted to make sure everyone could easily tell whether they were looking at a strength-based sword or a dex-based one. Remember: If it has a 1x4 (longsword, b@stard sword, saber) or 2x4 (2h sword) icon size, it's strength-based. If it has a 1x3 (shortsword, kitana) or 1x2 (dagger) icon size, it's dexterity-based. Misc Tweaks to names of fist weapons. Varieties are now: Knuckles, Claws, Talons. I ran a spell-check on the entirety of global.res. It took days, but I think all the typos have been stamped out.
  19. Yep. Gogo, remember that b*tchy blond girl who always gives Arya a hard time? She was blind when Arya first arrived, and now she's got her vision again.
  20. Isn't this the Wiki that stole a bunch of stuff from SacredWiki?
  21. I agree on all counts. I actually spent most of this afternoon trying to convince my roommate of just those very things (he of course vowed to never watch the show again after that finale). It just bothers me that Kit and the directors are saying he's never coming back to the show.
  22. Very cool. Well I think you should try to put it on the Wiki. Maybe there's something to be learned from the Combat Art Calculator that's on the Wiki? I'm pretty limited in my knowledge, hopefully someone else has some ideas.
  23. People like it because of the two meanings of the word "matter." It's a play on the words. It also has sci-fi connotations, and when you combine that with spooky things, the two meanings of the term "Dark Matter" become one. By the way, how did it ever become the name of a Sacred fansite? What was the thought process behind it?
  24. Hey, thanks. I stand by my choice to make the Gargantua an insect. This was the classification made by Ascaron for the monster and I think it's the right one. If you want to change the classification to demon, you can do so in itemtype.txt. The entry is # 5145, and you can see the two lines: subfamily = "SUBFAM_LIFE_INSECT", classification = "CLF_SPIDER_ALG", you can change them to: subfamily = "SUBFAM_LIFE_DEMON", classification = "CLF_DEFAULT", Thanks for the report. I don't know what else to do, except to tell you to not to hold down the left mouse button until after you've "landed" when using Smite. Then you'd avoid the bug altogether. The animation used is actually just the default attack animation, so I don't think it's to blame. The fx is just some orange sparkly stuff, and I don't think it's involved, but I'll try removing it and see if there's any improvement. Thanks a lot. Right now, there are elite mounts for the Assassin, Necromancer, Barbarian, and Sorceress. The others still require more work, and will have to wait until a later release. Beta 4 won't include any new mount updates.
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