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Flix

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Everything posted by Flix

  1. Character Designs: The Barbarian The Barbarian has human eyes rather than undead. His skin is a bit more lifelike and less shiny and grey. He is shaved bald and his evil eyebrows are toned down too. He now has a beard as well. His base equipment is sparse, showing his scars. He only has boots and belt which are earthy brown rather than cold blue-grey. Armor Most SW armor was suitably "grim" already. Only the very brightest and colorful armors got subdued a little. Links go to pics on the Wiki for comparison. Cloth Armor Leather Armor Magic Armor Generic Armor Exxo Armor 4th pic: Dendaran's Tactical Genius Crypt Armor 4th pic: Lucretis' Stars Iron Armor Redstorm Armor 4th pic: Kanka's Relics Colossus Armor Special Armor 3rd pic: Pandemonium's Pride 4th pic: Mutation Set The following armor sets were not changed: Iron, Crypt, Enforcer, Exxo, Scourge of Lordaeron Hell Knight Armor The Shadow Warrior already got a Diablo-themed set in the last CM Patch called The Doom Guard armor, with a golden variant skin available as random rare armor. Therefore I don't expect to craft more armor sets for the Barbarian. The character already has a huge amount of sets compared to other characters anyway. You may yet see a Hell Knight enemy appearing in the mod eventually. Barbarian 2h Axes and Hammers This seems like a good place to showcase some of the changes and additions to the Barbarian-exclusive weapon class: 2h Hafted Weapons. They were all revised to have useful and appropriate modifers, as well as unique designs not shared by any other unique. Some names were altered to recreate D2 uniques as well. Here are just a few examples: 2h Hammers Tervon's Might no longer identical to Shugrok's Illusion. Extremely Might Bat of Devastation gets better modifiers and becomes Windhammer. Michel's Forging Hammer now gives bonuses to Blacksmith and Strength. Forbidden Punisher now has chance for critical hits and no longer identical to Gladiator's Grimace. 2h Axes Regnif Dlog's Goldbringer now has bonuses to Trading and Magic Find. Dragonslayer now has racial damage bonus against Dragons. Orcslayer now has racial damage bonus against all Orc-type enemies. Legend has extra sockets (as befits a legendary) and is no longer identical to Dragonslayer. Executioner's Axe is no longer a hammer identical to Extremely Mighty Bat of Devastation. It is now a D2 axe called Executioner's Justice, and has an additional Deadly Strike modifier (deathblow). Stormrider Final pic is a new 2h axe coming in the next version, a recreation of the D2 unique Stormrider (courtesy Pesmontis).
  2. No, and yes. No need for Vitality buff as it was not nerfed. And the second is a result of high enemy armor. Those two enemies also have very high spell resistance. That reminds me I mentioned adding immunities before but I never followed up on it. Enemy Immunity List 0.3 Beta Fire: Fire Elementals Magmadur Carnach Ice: Ice Elementals The Grinch Ice Phoenix Poison: Poison Elementals Swamp Dragon Garganthropod At low levels it will not be true immunity, but eventually the damage mitigation will reach 100% and they will be fully immune. Immunities can be broken by Ancient Magic and Combat Arts like Conviction, Lower Resist, Decrepify, Enchant, Frost Nova, Shiver Armor, Grim Ward, Wake of Inferno, and Fissure. Ask the devs. Those are all pre-existing. Most armors for most characters have a white-gold variant. Wardust turned many of them into pure white, I typically (not always) reversed this change and simply toned down the gold somewhat. http://www.sacredwiki.org/images/d/da/Tg-cloth-white-final.jpg http://www.sacredwiki.org/images/7/7e/Tg-iron-white-final.jpg http://www.sacredwiki.org/images/b/b7/Tg-gen4-final.jpg http://www.sacredwiki.org/images/a/aa/Tg-leather-white-final.jpg http://www.sacredwiki.org/images/a/a0/Tg-punish-white-final.jpg http://www.sacredwiki.org/images/d/dc/Tg-t-wolf-white-final.jpg http://www.sacredwiki.org/images/a/aa/Tg-special-white-final.jpg I know it wasn't a serious question but I never played Assassin's Creed.
  3. New Character Designs of D2F The Assassin The design of this character is not wildly different from the TG, but I did manage to finally set up new Assassin portraits and new texture designs for his armor. Default Assassin has a reddish orange glow (suggestive of blood) to his battery rather than blue. He also has a much bulkier body with less stringy limbs, a new default arm, and darker colors. Combat Art arms have been altered in appearance as well: Tiger Strike, Fists of Fire, Dragon Flight Mind Blast, Burst of Speed, Wake of Inferno Default Arm + Claws of Thunder, Psychic Hammer, Cloak of Shadows, Fire Blast, Blade Fury Shock Web Assassin armors got the "serious textures" treatment. Some are by Wardust and some are my own alterations. Links go to original pictures on the Wiki for comparison. Cloth Armor Generic Armor Iron Armor Leather Armor Magic Armor Punisher Armor 3rd pic: Kendric's Archon. 4th pic: Combat Modules (focused on Martial Arts aspect). T-Wolf Armor 4th pic: T-Energy Modules (focused on Traps aspect). Special Armor 4th pic: Dimiona's Garments of Mutation. Iron Will Armor 4th pic: Technical Modules (focused on Shadow Disciplines aspect). I don't expect any new full sets will be made for the Assassin, but you may see some unique armor pieces or fist weapons come along eventually.
  4. To me the true king of Area of Effect is the Temple Guardian with Icy Evanescence or Fiery Ember. Even the mighty Blazing Tempest has its limitations. It can't go through obstacles like stones or plants, or bridges. It takes time to spread. Fire-armored enemies can resist it. Clustering Maelstrom is mighty, but only if there are tons of enemies. No good against a lone boss. Many of the others are good but require targeting (Radiant Pillar, Enegy Blaze) or require enemies to be close to you for good effect (Flaring Nova, Destroyers). By contrast, Fiery Ember targets and hits every nearby enemy at once, over and over again. With a little +CA Range on gear, it even hits things offscreen. Throw one of these CA's in a combo with Charged Grid and watch everything be destroyed. And the real icing on the cake that makes these two TG spells supreme is the fire/ice "sensitivity" modifier, that no other offensive spells have. It works like reverse damage mitigation. Even heavily fire-armored enemies will sizzle and pop when faced with Fiery Ember. Even enemies with high fire migitation are vulnerable. As the final coup de grace they also act like mini-buffs which enhance fire/ice damage of other CA's, like Furious Emblazer or Amplifying Discharge. Just amazing synergy between many of the TG's spells.
  5. Many people consider Torchlight series the true successor to the Diablo franchise. I know the devs were some of the core team of Blizzard North, who made Diablo 1 & 2, not to mention composer Matt Uelman does the music, which no one can imitate. I enjoyed TL1 immensely, but soon after starting it I found an amazing texture mod that made things more real and less cartoon. The second game has no such mod, so it was a bit jarring to start it, felt like I was playing a children's game. Just my personal taste though.
  6. Well I didn't test this trick myself, but I don't think they added any portals in CM Patch.
  7. I guess I haven't thought about it much, since I don't have Diablo, Baal or Duriel creatures to use yet. But I couldn't justify just replacing bosses, when I could fit both old and new in the game. The only question would be: do I put the new bosses as part of the campaign, and move the old ones somewhere else, or do I put the new bosses somewhere else, perhaps as part of a separate quest? The problem with replacing old bosses is all the dialogue that sets you up to fight them. I'd have to replace the text and voices to make it make sense. For that reason I'm more inclined to put new bosses in new places, and fill in the quest later. Alright, let's see here... Clearview stone circle and Burned Village stone circle are already set aside for part of the Druid's class quest, not to mention they are also already used for Strange Rituals and Demonic Magic quests, respectively. I'm not sure I want to cram any more quest creatures into one place. I very nearly put Pindleskin in Fortress Reikenstein's dungeon, but ended up moving him at the last minute. The dungeon is really just a series of narrow rooms, but maybe something smaller could fit there. The others are good spots. I like to spread them out over the map if I can.
  8. Yeah, changing the fog is actually quite easy. It's just a set of textures for which I increased the transparency. What I may do is just post them as a separate download (it could be installed in conjunction with literally any Sacred 2 mod, in any load order), and put the link in the first post of the thread rather than force people to use it. I don't want people with lower end machines to have issues. I'm not sure where most of the remaining bosses would go. As for quests, they are at the very bottom of the list and will probably be one of the last things added. Light and Shadow campaigns are built into the game, I see no need to try to remove them. But they may be reworked. Yeah, I can increase the spawn density, no problem. I'm glad someone's playing Inferno patch, it's so insanely hard but I toned down the difficulty a little in this latest release so it's not impossible. I'll think about it.
  9. Sorry, I'm sure people are reading this but I think most of us have Sacred 2 Gold at this point. I have all the itemtype files from Ice & Blood up to latest CM Patch, but nothing before.
  10. Are you having performance issues? These are excellent suggestions. It's obvious we're of the same mind, because most of those things are already in the works, and in similar ways. I normally don't post half-baked ideas but this is my list: I already had Hell Golem set aside for Fire Eye, superunique Sand Raider. They kind of resemble big Djinn to me. Also, in the latest release I already combined the Smith and Hephasto into the Ogre Hephasto the Smith. Claw Vipers are tricky because any new model would need to be adapted to the animations of an existing Sacred 2 creature (importing a full set of animations even for a single creature could take months). I just can't find anything in Sacred 2 that would be close enough. Battlemaid Sarina is actually slated to be a Dryad (as in the playable character the Dryad). Icehawk Riftwing is already present as a Fury. Not sure where the bipedal demon suggestion is coming from. I've been sitting on Anducar (and the Sakkara Demon) because I'm not sure the model and texture quality would be up to snuff for a large-size enemy. Also, in terms of making Diablo, I really want to get it "right." I'm not sure I'd want to call something Diablo when it's just "close enough." Talic, Corlic and Madawc are already slated. For variety's sake they will probably use the Gladiator, Shadow Warrior and Dragon Mage (DM can wear SW armor since they share the same basic skeleton). Furthermore I've been toying with the idea of Shadow Warrior in Doom Guard armor to be the Hell Knight enemy type, or least a superunique (Warlord of Blood or Lachdanan). Shaddar'Rim is slated to be Radament Wood Elf, Gladiator, and Battle Mage may return as hirelings (if I can get the quest scripts right), or as competitive NPC's (as in, you go in a dungeon and there's already a hero in there clearing it out). Wood Elf is already done. We may also use the S1 Seraphim to revamp the Black Seraphim (there are some glitches with the one Ascaron put in the game, for one she's supposed to have black hair). As for some of these things... I hadn't thought of yet. Izual has a pretty distinct look with the heavy armor, hood and big bat wings. We've got some new Seraphim armor based on the Demon Hunter from D3 in the works...might work with some demon wings attached. Council Members...not sure. They're very monstrous in D2, and you already fight a fair amount of those mages in Artamark. May be worth retexturing the Grand Inquisitor as he's got a more impressive look. Mounted enemies is also intriguing. I know it's possible because Pesmontis put goblins on big bull mounts not too long ago. Making Dragon Riders reminds me of Divine Divinity rather than Diablo, but still a cool idea worth looking into. I like the idea of doing something with Witches. There's one for the High Elf Region, Artamark, and the Desert. Three Witches somewhere sounds nice, though there's nothing from D2 to base them on. There's also the one witch introduced in Ice and Blood but CM Patch made that one into the Spider Queen.
  11. Not that I know of, otherwise I would have done it. Thanks for enthusiatic feedback. You're actually seeing much farther than normal, because I removed some of the fog. This can cause some distant things like trees and buildings to "pop-in" out of nowhere. It's a trade-off for being able to see further. If enough people dislike the change and would rather look at a big wall of grey fog rather than have objects pop-in, I'll change it back. Vampire is making a French translation, but it doesn't happen overnight. It will take a little while longer. I explained my choices for all spell designs, mechanics and effects in the posts for each character's combat arts, like the Sorceress. A caster would probably want Windu's Mace, Disturbance in the Force, or Light Source. I've had this complaint before, and I just don't have the same problem. Probably the issue is you think you're close enough but you're not. The fx is greater than the actual range of the spell, and the mechanics allow you to cast it from any distance, even if you're not close enough. Try thinking of it as a short-range spell. I could remove the helm from the game, that's about the only option I can think of. But I don't want to do that. I appreciate that, but Diablo 2 generally gave the Sorceress some decent armor that covered her up. The shorts are a result of integrating Wardust's Serious Textures mod. I'm still fine-tuning the new design of the Sorceress's armor and appearance. Expect her to be a bit different in the next version. She'll show less skin than the High Elf, but won't always be fully covered up. Yeah, fire away. I have a few plans still unfinished, like putting Radament in the caves below Khorum, but otherwise most of the missing super-uniques and bosses are missing because I don't have a good model for them.
  12. Welcome aboard! >"what benefit is there to moving to Gold level or beyond then?" Drops are better in higher difficulties. For example a level 100 item in Gold is much better than the same level 100 item in Silver. The same is true for enemies and XP too. A level 100 Troll in Gold is more powerful than a level 100 Troll in Silver. This goes for everything really. Most people like to move up to the next difficulties as soon as possible and spend more time there leveling their characters where the challenge is good and the rewards are better. This change in the CM Patch just removes the absolute necessity to rush. Even trying to do just a modest amount of side questing, I always seemed to outlevel regions far too quickly in Silver. Also difficulty level caps are still in place. You'll outlevel Silver enemies altogether eventually (I forget what the cap is, 100 maybe).
  13. There's no quest yet, but there definitely should be, since the new mounts are more powerful than the standard ones. We were thinking of something that had several steps and would send you to several places with difficult challenges.
  14. Yes, I just forgot to update the version number in the French edition. I did this in my other mod Diablo 2 Fallen. I don't think people would like losing the spread of Glacial Thorns though, as there's nothing really "wrong" with it. I like that idea. Condensing the same amount of damage over a shorter amount of time might make the spell more useful. Yes, that's why I increased the damage, because it misses most of the time. Challenge Mode is intended only for experts. That's why I made it optional. There's always a way to survive and beat the game if you know how. If this is happening when you are using Cascading Shroud, it's because that spell makes you invisible. It's not a bug, just a price you pay for being invisible: enemies can't see you so they attack your companions.
  15. Ok here is the hotfix for missing items and one-shot kills from overpowered enemies and CA's. Diablo 2 Fallen 0.3 Hotfix Use the mod enabler to install on top of the main mod. If nothing else crops up in the next day I'll update the main mod download link as well.
  16. >"the paladin's holy bolts can oneshot enemies/bosses flagged as undead/demons if they happen to crit." >"bul kathos gods that I find far too powerful. (I kill a boss 5 to 6 hit with)" >"my Holy Shield happens 300 000 Energy with buff mod Prayers will." >"Dragon boss was easier than 1 succubus." >"The new version (0.3) does not contain the .gr2 files for the new druid headgear (wolfpelt and whatseoever)." Alright, I'll put out a hotfix later today since these seem like big issues. The quality and quantity of merchant wares has already been increased slightly. That should mean Bargaining works better by default, pushing slightly higher quality items even higher. Well it would need to be translated first, because the game keeps different languages in different folders. Or you could just move the global.res from the mod to replace the one in your game (probably in the folder locale/it_IT )
  17. Thanks. I'll test Holy Bolt some more. The damage boost againt Undead/Demons may be set way too high. I mainly tested them against the various Undead Legion. What character are you visiting him with? For Paladin, Amazon, and Druid, the new special mount dealer will have nothing to sell (nothing but garbage like you've been describing). The other 4 characters should have their special mounts available though. I gave the locations of all enemies in the creature updates.
  18. New Release: Diablo 2 Fallen v0.3 Beta [OBSOLETE] Diablo 2 Fallen 0.3 Hotfix - download both to fully patch the mod Please read the following! Download is about 500MB, unpacked it's around 580MB, so you will need at least that much free HD space. This mod requires 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 recommedation 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). 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 0.3" 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 0.3/pak/music]. Run the GME and enable Diablo 2 Fallen Beta 0.3. 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 0.3" 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. ==================================================== The download is a bit bigger this time, but the installation file size is about 300MB smaller than the previous version as I was able to compress most of the graphics files into archives. This may help load times as well. Thanks to everyone who has played and posted about the mod so far! Here are some more bonuses to celebrate the release: Full List of New Quest Rewards in D2F: You can now see the complete list of which bosses and chain quests will give rewards. Updated version of the Visual Guide to D2F Unique Weapons: There have been a few tweaks to designs, names, modifiers, and also some additions, such as the BFG: Olm Helmet: This is a random thing I just stumbled across just before packaging the mod. Ascaron made a headdress for the Olm swamp creatures, but never gave it to any of them. You'll now see it from time to time: Development continues on...
  19. Fixed. I gave the wolves and bear an extra damage modifier for some reason, probably as a test, that turned out to be totally unnecessary. Basically yes, but you MUST deactivate the old version with the mod enabler first. As always, I'll post detailed install instructions for both new and old users. I'll include them in a readme with the download as well.
  20. Thanks for testing the mod. Monsters do inflict way too much melee damage in the current version. I've already rebalanced it for the next version. No more one-shot kills from elites. Next release is coming in the next 24-48 hours.
  21. Yes, it's a bonus that only kicks in after mastering the skill. And it's very powerful too. It's sort of like "reverse" damage mitigation that makes enemies more sensitive to spell damage.
  22. It's been reported, and I've already fixed it. In the next version this won't be a problem.
  23. I do, but quest scripts are a little out of my comfort zone. They are very complicated scripts - and I say this as someone who is very comfortable editing most of the scripts in the game. Anyway, I reported it on the CM Patch bugtracker. It's not very active right now, but maybe Marcus will see it and know what to do.
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