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Flix

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Everything posted by Flix

  1. Item Update Hafted Weapons I've revised all the blueprints for random hammers, axes and clubs. You should see a much better variety of designs now. For example, there were formerly only two possible magic clubs, and about a dozen rares. Now there's a better distribution. All axes and hammers have a uniform 2x3 icon size. The varieties of axes are Axe, Hatchet, and Cleaver. The varieties of hammers are Hammer, Mallet, and Battle Hammer. Cleaver has become Death Cleaver. Raging Ire has become The Gnasher. Stadal's Hammer has become Schaeffer's Hammer, and gained LL%. All clubs have a uniform icon size of 1x3. The varieties are Club, Mace, and Cudgel. Ker's Scepter has become Sureshrill Frost. Pyx's Cudgel of Admonishment is replaced with Nord's Tenderizer. I previously showed the new unique designs for 2-handed Hammers and Axes. I've further revised the random blueprints to have a better variety of models. All 2h hafted weapons have a uniform 2x4 icon size. 2h Axes come in the varieties: Great Axe, Battle Axe, and War Axe. 2h Hammers come in the varieties: Great Hammer, Maul, War Hammer. Pole Arms I revised all random Pole Arm blueprints for better variety. Halberds (strength-based) all have a uniform 2x4 icon size. They now come in the varieties: Halberd, Bardiche, and Poleaxe. Javelins (strength-based) all have a uniform 1x4 icon size. They come in the varieties: Javelin, Spear, and Lance. Poles (dexterity-based) all have a uniform 1x4 icon size. They come in the varieties: Glaive, Voulge, and Pike. I re-classified all the scythes to be strength-based Halberds rather than dex-based Poles, as they are bladed weapons. This includes the uniques Twlight Harvester, Osiris Scythe, and a new scythe called the Reaper's Toll. I re-classified the Spear of the Dryads to a Javelin rather than a Pole, and I renamed Iridescent Wand to Iridescent Spire since wands are a type of weapon now. Rare Items I have mentioned in the past that I improved all rare items to have better bonuses at higher levels. For weapons, this usually means an extra random bonus. For armor, there is an extra silver socket. These extra bonuses only appear above level 45, on Normal or higher difficulties. It's not guaranteed, only the higher quality rares will have the extra bonus. I slightly improved the quantity and quality of merchant items. You will still never find a rare at a merchant without taking the Trading skill, but if you do level up the skill, you may have a good chance to buy some of these high quality rares.
  2. That's just a theory, although I like it, because it seems quite an elegant way to explain it. It also doesn't have any bearing on whether he lives or not. Plenty of characters were the perfect one to accomplish TASK A but then they died anyway, leaving lesser characters to try to pick up the pieces.
  3. The only issue I have with the death is that the actor and directors have all given interviews in the last few days saying the character is finally, definitely, and unequivocally dead, and the actor will not be returning to the show. That's a bit different from the ending of the last book, where said character is stabbed but their fate is ambiguous. Now you might think, there are ways to circumvent death, remember red priests can resurrect. But the showrunners spat in the face of that idea by removing Thoros, Lady Stoneheart and co., so I fully expect them to continue the trend.
  4. I feel ya. I mean I have to continue the story one way or another, either by book or by show, but I feel ya. Following the story is like being in an abusive relationship. You might love them deeply, but if they treat you too bad for too long, eventually you have to just leave, however hard it may be.
  5. Buffs can be tricky. Many only support certain tokens. I learned by trial and error. There are plenty of instances where a buff provides both protection and damage pulses to enemies. Here are some you might try out: spellClass = "cSpellSeLichtaura", spellClass = "cSpellHeFeuerhaut", Although now that I think about, spellClass = "cSpellTwSchockpulse", ought to support both a resistance bonus and damage pulses. Here's the spell entry for the CA Blade Shield (based on Untouchable Force) from my D2 mod. Maybe it will give some insight: mgr.defineSpell( "tw_en_schockpulse", { eiStateName = "cSpellCast", fxTypeCast = "FX_MM_STAMPFEN", fxTypeSpell = "FX_ENEMY_SPIKESHIELD_C", fxTypeCastSpecial = "FX_TW_CAST_M", duration = 10.000000, animType = "ANIM_TYPE_SM15", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_RIDESM02-SPECIAL", causesSpellDamage = 1, tokens = { entry0 = {"et_baseVW", 500, 500, 0, 5 }, entry1 = {"et_hits_persec", 1000, 0, 0, 4 }, entry2 = {"et_range_near", 1000, 0, 0, 4 }, entry3 = {"et_base_armor_phy", 250, 150, 0, 41 }, entry4 = {"et_spelldamage_physical", 210, 130, 0, 133 }, entry5 = {"et_chance_bleeding", 550, 8, 0, 5 }, entry6 = {"et_spelldamage_physical", 125, 65, 1, 133 }, entry7 = {"et_damping_phy", 200, 0, 2, 41 }, entry8 = {"et_chance_block_missile", 300, 10, 3, 37 }, entry9 = {"et_chance_stun", 500, 1, 4, 133 }, entry10 = {"et_spelldamage_physical", 125, 65, 5, 133 }, entry11 = {"et_chance_reflect_CC", 350, 4, 6, 41 }, }, fightDistance = 0.000000, aspect = "EA_TW_ENERGY", cooldown = 0.000000, soundProfile = 0, cost_level = 400, cost_base = 400, focus_skill_name = "skill_TW_energy_focus", lore_skill_name = "skill_TW_energy_lore", spellClass = "cSpellTwSchockpulse", spellcontroltype = "eCAtype_t_buff", sorting_rank = 5, })
  6. I use the line: MP_experience = {1000,1150,1325,1550,1825}, Increase the first number. The subsequent numbers are for additional players in multiplayer games. The first number is 1000, or 100% xp. You could probably increase it to 10000 or higher if you wanted insane leveling speed.
  7. Titan Quest has donated lots of weapon models. There were some spears in the Item Mod, and now all these staves and daggers. Some clubs and a couple shields are also a possibility in the future. The two silver daggers are from Prince of Persia.
  8. Item Update The overhaul to random and unique items continues. This update will cover some changes to magic staves, wands, and daggers. Pesmontis helped me convert a whole boat-load of new models. 1-handed magic staves have been converted to a new item classifcation called "Wands." Wands can be found with the names Wand, Mage Wand, and Magic Rod. Wands are still affected by the same attribute (Intelligence) and skill (Magic Staves), the latter of which allows you to shoot magical projectiles from wands. All wands now have a uniform 1x3 icon size. The bigger 1h magic staves have been resized to be more wand-sized: Because there was only a small amount of 1h magic staves, a number of new wand models have been added to the mix for more variety: Some will appear as random items, while others are uniques. The random wand blueprints have been revised so you should see a wider variety of models. These are the new unique wands: Tensanuil's Legacy has become the Torch of Iro. Ignis Magica has become the Suicide Branch. Rancuil's Dark Flame and Keeper Knowledge get new models. There are now 2 class-specific wands as well. The Oculus is a Sorceress wand, while only the Necromancer can use the Blackhand Key. 2-handed magic staves have been changed to a lesser extent. The varieties are Mage Staff, Ritual Staff, and Ceremonial Staff. They all have a uniform 1x4 icon size. There is a wider variety of random staves, boosted in part by some new models. There is a new unique as well called the Skull Collector. Serpent's Gaze has also been renamed to the Serpent Lord. Daggers have received several new models, again thanks to Pesmontis. I've revised all the random blueprints to have more variety. These two additions can be found as normal or magic random daggers: There are also 5 new unique daggers. The models also populate the rare dagger list. From left: Spectral Shard, Blackbog's Sharp, Stormspike, The Jade Tan Do, Wizardspike
  9. It's a good idea. I can do that, sure, but it's not as simple as most creature editing I do. Certain enemies are added through scripts, and certain ones are added in the sector files. Fighting NPC's like those guards in the Wastelands are added in the sector files, which means I need to use a special sector editor tool that Pesmontis made to change them. I only recently tried it out and had some success (adding the new angels at Seraphim tower), so I should be able to replace Liosilath's soldiers with angels or revise the demonic forces. It just makes me nervous. It would take a while to go through each sector file too.
  10. As part of the Diablo mod I made the cloud more transparent. I'll see about releasing it as a stand-alone mod soon.
  11. So I read on the Grim Dawn forums that a new designer has joined the team, and one that worked on Diablo 1 and 2 to boot! Diablo 1 & 2 designer joins Crate team
  12. No, thank YOU Vampire, all I did was some encouragement and a little encoding. You did all this great work. I changed so much text in the game, I can't believe anyone would be insane enough to try to keep up with me. We should be paid for this. There's very good news here. Because of the way the game handles different languages, I can add all the different translations to a single installation. There will be no special install instructions or anything. Everyone simply installs the exact same mod, and the game uses whatever language applies according to your game localization. And each new translation only adds about 3mb to the total file size. If you have the French version of the game and you want to add the translation right away, all you have to do is add the new global.res file from Vampire to the following folder: Sacred 2 Gold/locale/fr_FR
  13. Hi there. A basic rule is: spell hits are always successful. Attack rating, chance to hit, chance to evade and all that have no bearing on any spells. Glacial Thorns misses sometimes because it is literally, physically missing enemies. Terrain plays a part in it, as does enemy size. Thorns can sometimes go over enemy heads. In my experience a wide cast tends to do better than a focused one for normal mobs.
  14. I'm really not buying into the "this an even-sided debate" thing. It doesn't even make sense. It's like arguing against installing a wheelchair ramp because you prefer to walk. You can still walk up a wheelchair ramp, but now accessibility has been expanded to more people, without you giving up anything at all. Resizing empowers everyone, narrow and wide-lovers alike. I can maybe see the "it's way too hard to code" thing, because I don't know anything about forum code. But then consider the white skin uses dynamic resizing, how hard would it be to alter the white skin so it looks dark and elegant like the dark skin? I have a strong opinion about this because there's more to forum posts than text. Any post I make with images (and that's a LOT), is always a huge headache because everything has to fit into the narrow horizontal space given.
  15. Angel NPC's are all one model, although they started as separate armor pieces and could probably be made so again if re-worked enough, there's no plans to do so.
  16. I must be a bad fan, I only own 2 copies of both games (box and GOG for both S1 Gold and Sacred 2 Gold).
  17. Well, that's debatable. I for one am having problems finding the next line when reading large texts. That is, if the lines get too wide on my screen. So I usually keep my browser as a smaller window and I'm also quite happy with the fixed width on some websites. However, I do see your point. Sometimes it actually is quite helpful to use the whole screen. So I'm back to switching window size now and then. I don't think it's debatable when the option is missing. It's a penalty. Post content using the dark skin can't be made to be wider (or narrower for that matter) than about 750px. That's incredibly narrow. PM's are even worse. Typing a PM to someone makes me feel like I have about this much space to use and somehow a single sentence requires me to scroll down about 3 pages. If you use the white skin you'll how much better it can be. Size it down to a tiny narrow window if you want, and you can use the rest of your screen space for something else. Or maximize the window and actually see how little space a "gigantic" post could use when taking advantage of a 1920X1200 monitor.
  18. I wasn't surprised. I'm pretty sure Mormont tells Jon all about the sword when he gives it to him. He wanted to give it to his son Jorah but of course he's exiled. For some reason I expected the sword to wound and then melt the Others when it hit them, like the obsidian. It's been a while since I read the books, but I didn't think they just shattered in a puff of glitter. It seemed like it was a death that really hurt when they got hit by dragon glass.
  19. The main thing I love about the white forum skin is that the width is resized dynamically. Content is narrow when you have your window narrow, but expands to take advantage of the full width of the screen when the window is maximized. The dark skin has a fixed width that is very narrow. It's a penalty to users in the widescreen age to have everything so cramped.
  20. Update #15 on New Creature Designs Huge thanks to Pesmontis for getting all of these off the ground. Dark Elves I can't pretend these are Diablo-related. This is strictly an instance of "wouldn't it be cool if...?" in which case we brought back an old enemy from Sacred 1. They can be found in the northwestern parts of Tyr Lysia, around the Noriath Temple/Copper Peaks/White Griffin area. Dark Elves have 4 varieties: Regular Dark Elves wield lightsabers, while the rare elite Dark Elves have saberstaves and use a fanaticism buff. Dark Elf Hunters use bows and daggers, while elite Dark Elf Hunters prefer to attack with fist weapons that cause bleeding damage. Angels Angels in D2 seem to be all male, while in Sacred 2 they are all female. So I compromised and made a mix for the mod. Angels all have organic wings. The Paladins sometimes wear armored wings in imitation and reverence of the High Heavens. By the time this mod is complete no one will be confusing their Paladin with a Seraphim. Seraphim - these are the most common angels, female in form. They are the guards on Seraphim Island and Crystal Plane, as well as many of the Seraphim quest-givers. Archangels - far less common, these are male in form. You will see this design twice on Seraphim Island: Seraphim Nicole, who asks you to kill Magmadur, is now Archangel Nicolai. An archangel also stands next to Sophia at the tower. The design also appears twice in the Crystal Plane: Seraphim Mara, who asks you to hunt down Narmul the ice phoenix, is now Archangel Marius. And cowardly Seraphim Pistachia, who asks you to kill a Felon for her, is now Archangel Sachiel, who asks you to hunt down a marauding Night Tiger that is attacking travelers. Sophia - the only female archangel in the game, Sophia is in her usual places and says the usual things (for now). Tyrael - archangel Tyrael only appears twice in the game. He can be seen standing next to Sophia at Seraphim Tower, and he appears again in the Great Machine at the end of the main quest, wielding an angelic axe. He takes the place of the nameless Seraphim who fights an Inquisitor npc on the long bridge. Light path characters will avenge him, Shadow Path characters will fight him. He knows Cleasning Brilliance and Archangel's Wrath. Corrupt Angel - this enemy takes the place of the Inquisitor who fights the Seraphim on the bridge in the Great Machine. Now the battle is Tyrael vs. Corrupt Angel. Light Path characters will fight this enemy. He has a berserker aura and an ice chain lightning attack that can debuff you. Dark Seraphim - this is the redesign of the antagonist of the Paladin's class chain quest. She is a formidable boss when you do fight her. She has an energy shield, Archangel's Wrath, hard hits that cause bleeding and life leech, and can summon burning skeletons. Be prepared. Izual - Izual is a corrupted being, more demon than angel. Izual got a gender-swap for the mod. She lurks in the lowest levels of the Dragon Caves, not far from the Carnach's Lair. She has an energy shield, a freezing hard hit, and knows Assailing Somersault. The Council Members There are six Council Members that appear in the Jungle now. They are named such because they were once wise and just members of the High Council of Zakarum that have been corrupted and twisted by Mephisto's evil. These three appear in the Temple of Tears near Mephisto: Ismail Vilehand, with a poison skin aura and rooting tendrils; Geleb Flamefinger, who uses a fire shield and meteor shower; and Toorc Icefist who has a frost aura and glacial spikes These three appear in Ciria Delith near Kraal: Bremm Sparkfist uses Untouchable Force and Levin Array; Maffer Dragonhand has a flame skin buff and seeking fireball; Wyland Voidbringer is the most deadly of all, uses a life leech aura and Primal Mutation The Ancients These three Barbarians can be found in Crag Rock Valley. As the Thraconians are the Barbarians of Ancaria, it makes sense that the Ancients would be found among them. Korlic the Protector - Korlic wields a huge axe and use the Barbarian ability Leap Attack Madawc the Guardian - Madawc dual wields axes and can use the Barbarian ability Shout, which boosts the defense of himself and his allies Talic the Defender - Talic wields a shield and fiery sword and uses Whirlwind Baal The Lord of Destruction will make his debut in v.0.4. He can be found invading the Great Machine, just after the bridge where Tyrael and the Corrupted Angel fight. The room has been cleared of all other enemies, except for two special Minions of Baal. Baal has many of his old tricks up his sleeve: he casts a Lower Resist curse, sends poison tentacles from the floor to attack you, and casts a gust of wind-type blast that knocks you across the room Baal can also spawn an identical clone of himself. The clone is weaker and has no special powers though, and it does not give XP or loot. I also gave him a teleport ability but the AI is such that he doesn't use it much. This is the last creature update before v0.4, and probably the last batch of creatures for a long time, as I've accomplished almost everything I wanted with monsters.
  21. I've always been partial to the Doom Guard. But I'm probably biased since I helped with it.
  22. It doesn't make sense to me. I remember Stannis's army getting annihilated by Ramsey at Winterfell. So either they're going to make Stannis win instead, in which case I officially don't even know what I'm watching anymore, or they're still going to have him lose, in which case the burning was a completely pointless brutal death of a beloved character (still alive in the books) for no reason at all. I fully expected Stannis to stop the burning, thereby losing the "lord's" support and going on to lose the battle at Winterfell.
  23. Try this thread: http://darkmatters.org/forums/index.php?/topic/17971-increasing-character-speed/
  24. I doubt it. It should be fine. You can always try it and disable it if there's a problem.
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