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Flix

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Everything posted by Flix

  1. Google translation (this is easy to use): Hello Rezzit I play the seraphim and everything works for me ... Do you mean the Buff fighting stance? ........................ heyho no I mean the sign. So the buff in which one has a shield. Moreover, if I want to use shockwave he is a conversion ka .. why? ........................ Oh, then you play a technique seraphim. What mods do you have enabled? Can it be that you have several mods enabled? If you have the Diabolo Mod activated, may (with the exception of the Inferno mods) may be active no other mods. =================================================== My response: #1 This mod only works on English installations. All other languages will have all the wrong text. #2 It sounds like you're playing the completely wrong mod. If you want to play with a fire demon, warding energy, or shockwave the mod you want is Enhanced Spells. Not this mod.
  2. Yeah...I'm not sure how to explain it any more clearly. These are two different mods with different sets of combat arts. It's like if I offered you an apple pie, then later I offered you a chocolate pie and you're asking why I didn't put apples in it as well. The whole point of the chocolate pie is that it has chocolate filling. If you want apples, just eat the apple pie. The entire point of the Diablo mod is to have Diablo 2 combat arts, so I don't see why you're asking me to put Enhanced Spells combat arts into this release. If that's what you want, just play Enhanced Spells.
  3. I don't think this is caused by the mod. I didn't edit any of the quests or NPC's involved in that quest. Does this happen every single time? If not, it's probably just a common game problem. Sacred 2 has been called "horribly unoptimized" so freezing and crashing happens sometimes, especially after playing a long session. Hmm... I'm not sure I understand this question. The Diablo 2 combat arts are a completely new set, and are the core of the mod. On the other hand, Enhanced Spells is built off of the normal Sacred 2 spells, with only a few replacements. They actually seemed a bit bigger to me. If the logbook is hard to read, one thing you can try that might help is turning on "UI Scaling" in the Graphics Options menu. By the way, I did some more testing and I think you're right that enemy weapon damage is a bit too high. I'm going to scale it back in the next release.
  4. Thanks for playing it and writing back. I'm not surprised you died. It's best to start with a new character from level 1 in this mod. You may even want to start out in Easy difficulty to get to level 5-10 first and get your bearings. It's quite a different world from the old Ancaria, and will be even more different in the next release. Enemies are a bit stronger (especially elite enemies - watch out for them!), because the original game was rather easy I felt. That being said, the mod may still need to be balanced better so I'm always willing to listen to feedback if something seems overpowered or underpowered. Right now the health regeneration on Prayer is high - but it could still be increased more. I'll see about increasing it to around Goldenglade Touch levels and see if it's not overpowered. Lastly, don't forget the Seraphim has an extra piece of armor (wings) that give extra modifiers and slots to socket rings and amulets.
  5. Well I've finally went back to this project to try get some mounts finished. Armored Hellhound and Spider are finished! I forgot how much work Silver Fox had already done with scripting. All that was needed was to set up the textures. I decided to use Lazy Tomcat's textures, since he worked so hard on them and gave us his blessing to use them. I tweaked the designs and these are the results. Keep in mind they're coming to you via the Diablo 2 Fallen mod. If the bonuses seem low it's because these are only from Normal (Silver) difficulty. Assault Hound The Assault Hound is geared toward the Berserk Combat aspect (Death Warrior). The unlockable bonus on all these Hounds is Block Chance: Projectiles that scales with the Riding skill. I've also made the Chance to Reflect: Close Combat previously announced elite Moibiculum into unlockable Block Chance: Close Combat. I needed to tone down the bonuses some because there's no gatekeeping quest to get the mounts. Belligerent Hound Belligerent Hound is for War Cries aspect (Astral Lord). Hound of Onslaught Hound of Onslaught benefits Tactical Warfare aspect (Malevolent Champion). Hound of Havoc Hound of Havoc has no aspect-specific bonuses, but a general Regen Time -X% that's much lower than the other Hounds. However the other bonuses are higher to compensate. =============================================================== Blight Spider The Blight Spider benefits Poison & Bone aspect (Gruesome Inquisition). The unlockable bonus on all these Spiders is Block Chance: Spells, which scales with the Riding skill. There is also the normal Defense +X% that's on all mounts but it doesn't display in the merchant screen (displays in sigma bonus though). Scourge Spider The Scourge Spider benefits the Dark Summons aspect (Nefarious Netherworld). Apocalypse Spider The Apocalypse Spider benefits the Curses aspect (Astute Supremacy). Fiend Spider The Fiend Spider has no aspect-specific bonuses, but a general Regen Time -X% that's much lower than the other Spiders. However the other bonuses are higher to compensate. These mounts are 100% done and will come to you in a week or two in the next release of Diablo 2 Fallen.
  6. I don't think you should be trying to patch any GOG game. As a general rule they are already fully patched.
  7. Might also be worth reading: Favorite Areas in the Game. I've changed my thoughts about many of the regions over the last 5 years, particularly about hating the swamp. I'd say Cursed Forest and Northland are my favorite places to visit now.
  8. Update #8 on New Creature Designs Foul Crows Harpies are a little smaller now and named after the various flying bird demons of D2. From left: Blood Hawk, Cloud Stalker, Black Raptor, Desert Wing Various spells used by Foul Crows are: Wind Cone attack, Fire Shield buff, Electricity Shock, Bleeding Hard Hit, Blind debuff. Cloud Stalkers additionally have a few new spells: Levin Array and Storm Cloud T-Energy Soldiers Daloriel the Depraved now has a shield that matches his equipment. He can also use Primal Mutation on you. The 4 guardians of energy (Ancient Secrets) share these changes. Daloriel's elite companions have lightning attacks. One has the blue lightning (energy leech, debuffing, magic DOT), while the other has red lightning (life leech, magic DOT). They can also heal Daloriel. Thranak the Mad Ogre Thranak is bigger and stronger now. He also has a weapon now: a T-Energy staff that we added in the Item Mod. These are Thranak's abilities: Attack Scream buff: red nova casting fx, orange lightning aura. Increases attack rating, attack & cast speed. Damage Boost buff: crossed swords fx, boosts weapon damage and attack rating Primal Mutation: Magic attack that can't be dodged Spawn T-Bear and T-Wolf: mutated animal minions Other enemies without weapons or abilities have some now: Gambling Den Owner: has a dagger now, and various Hard Hit attacks Black Seraphim: wields the Soulflay Fork and actually has abilities now. Bleeding hard hit, Archangel's Wrath, Energy Shield buff, and burning skeleton summons Human cult mages have magic staves now and can revive fallen allies. Some enemies can use Spectral Hand now: Sinister Prince, King El-Leigh and elite mummy priests, elite armor suits (Cursed Forest), Du'Rach boss The Banshee and the Evocator have some new spells: Ice Missile, Frost Ring, Mind Strike, Blue Lightning Strike, Teleport Other enemies can use Mind Strike now: elite Flying Skulls and the Scaron boss (the latter can also use Primal Mutation) Furious Emblazer will show up a few times: Fire Tower traps can use it, and so can elite fire elementals There's a couple more unused textures I made use of : a red flying eye and an elite albino rat I gave Haenir Kaldur's Legacy and a new skull shield design to wield Well updates are winding down with this creatures sub-project, but I just figured out how to place new unique monsters on the map, so expect new updates on Diablo 2 unique enemies and bosses coming soon.
  9. Well I guess you would need to go looking inside your pak folder and seeing if the mod's files are installed there. Can you show me the inside of that folder?
  10. Well that's fine. If you would run the GME once it would make the MODS folder itself, but creating it yourself is ok if it's in the right place. What I mean is, why is there a mod called "MODS" listed in the list of available mods in your screenshot of the GME?
  11. No and no. Why is there another folder called "MODS" inside your mods folder?
  12. What language is your game installation? What's the exact folder structure of how you installed the mod? For example, it should be something like: C:\Sacred 2 Gold\Mods\Enhanced Spells Mod 1.2
  13. There's a good chance most people would never see a Burning Skeleton. They only appear as summons of Elite Demon summoners, who in turn only appear in the small caves of the Wastelands. Plus there's a good chance you'll kill them before they get a chance to summon the skeletons.
  14. Update #7 on New Creature Designs Jungle Inhabitants Garema are now the Fetish tribes of Kurast. Fetish Fetish are the basic warriors of the Jungle tribes. They come with a variety of armor and weapons. Elites have a Hard Hit and can use a "Ghost Walk' buff that makes them very hard to hit. Flayers Flayers are stronger than normal Fetish. They have a have a Hard Hit attack and a party buff that increases their attack rating and attack/casting speed. Elites can also use the Ghost Walk buff. Soul Killers The hunters of the tribe. They use blowpipes but will also attack with daggers if you get too close. Elites have a Poison Hard Hit attack. Fetish Shamans They like to attack with throwing stars and throwing potions but also have katanas to defends themselves. They also revive fallen allies and have an electricity attack that can stun you. Elites additionally can teleport. ============================================================= Blood Valkyries The Blood Valkyries are powerful Amazon warriors who have been corrupted by demonic forces, much like the Corrupt Rogues from D2. Flesh Hunter These warriors are the most common variant. They can now have a random combination of three different demon swords and shields, including the new smoke shield we made for the Item Mod. Elites have a bleeding hard hit attack and a teleport melee attack. Black Rogue Black Rogues are dual wielders and natural leaders of the troops. They all have a group buff that increases damage and attack. Elites further have a bleeding hard hit attack. Dark Ranger Dark Rangers are the archers of the Blood Valkyries. They have a multi-arrow attack and a Frenzy buff that makes them more vulnerable to physical damage, but increases their attack speed and damage as they lose health. Blood Valkyrie Shaman Shamans can cast a poison root spell, a totem pole, and can revive fallen allies. Elites can also teleport. ============================================================ Cybernetic Assassins Warrior These have new skins, and wider variety of weapons. Elites have several combat arts: an Area of Effect weakening attack, a slowing hard hit attack, and an Untouchable Force buff. Hunter Hunters have new skins, and a wider selection of guns and swords. They can also cast Deathly Spears and a magic trap. Elites have a different seeking trap that disrupts your CA regeneration, and can cast a version of Archangel's Wrath. ============================================================= Miscellaneous Desert There are now a few undead roaming the Desert sands. Burning Dead are in the east and mummies are found in the west. Shifting Stone These enemies have a new unused stone creature skin I found. More updates to come!
  15. I think she's concerned that with a good chance for reflection the Inquisitor won't be taking enough damage to make Purifying Chatisement pay off.
  16. Well, that's a cute April Fool's list of features I suppose. But I wonder if it's part of the joke that the whole game was originally intended as a joke in the first place? Is the entire post a joke or is that stuff true?
  17. Thanks for the support friends. Update #6 on New Creature Designs Christmas Island Arctic Wolves I found a white "snow wolf" texture that wasn't used anywhere in the game. I put them in the Northland, so there will be about a 50/50 split between Arctic Wolves and Snow Leopards. They have no special abilities and no elite versions. I may try to give them fur in the future. EDIT: Yep, just added fur. See second picture. Walther Not so long ago, Walther, Haenir, and The Guardian were all identical Yeti Chieftain bosses. Now they are all different. Walther had some "Christmas Troll" clothes that Ascaron made but never used. So I dressed him to be more fesitve. Walther's abilities: Freezing Hard Hit Expulse Magic Magic Trap Levin Array (this will cause magic and magic DOT, and slow your movement and attack) The Ice Hydra The Ice Hydra is now a boss. It's bigger and has been powered up. It will only appear as part of the Christmas quest now (no longer part of The Northland Expedition). Ice Hydra abilities: Freezing Hard Hit Blind (black cloud around your head, lowers your speed and attack) Ice Cloud (cone-shaped mist attack) Arctic Blast (Gust of Wind-like attack that knocks you back) The Fury Broodmother Previously, you would kill the Ice Hydra for both the Northland Expedition and Christmas quests. This meant you would kill it and then possibly go back and kill it again, or fight two at once if you timed the quests right. However, it seemed weird to me that the "Fury Broodmother" was a Hydra. Now it's a huge Fury (Harpy) that I created. I found an unused Harpy texture that was called "harpy miniboss" so I suspect it was intended for this creature all along. Abilities: Freezing Hard Hit Frost Flare (ice damage and freezes you) Chain Lightning (ice damage and debuffs you) Icy Evanescence (Area of Effect ice attack that lowers your ice resistance) Haenir Thanks to the latest CM Patch, Haenir (Northland Expedition boss) is no longer a Yeti chieftain. He is now a big Thraconian boss, as the quest always suggested he was. All Thraconians in general are a bit bigger now, and Haenir is towering. I forgot to take any pictures, but his design isn't unique. I may give him a new skin in the future to make him more exciting. Haenir's abilities: Hard Hit Freezing Hard Hit Damage Buff: crossed swords buff, boosts his attack and weapon damage Expulse Magic Magic Trap The reward for defeating Haenir and completing the Northland Expedition quest is the unique mace Braggis's Law. Master Bruin Master Bruin the polar bear is no longer a boss. He's now an elite enemy, but still tough. He has a hard hit attack and a bleeding hard hit attack. Christmas Gnomes Due their appearance, the Kobolds in the Northland aren't called Devilkin. They are now Gnomes. Otherwise the same cute little creatures. ======================================================= Crystal Plane Elite Lupan I activated an unused texture for elite Lupans. They are dark blue whereas the normal versions are red. They can cast a poison cloud attack. Elite Ursaron Another unused texture. They are red whereas the normal versions are white. They have a freezing hard hit attack. The Guardian This yeti chieftain boss is bigger and meaner. He also has a new buff that makes him look more frightening. Abilities: Crystal Skin (adds to his physical armor and ice mitigation, chance to reflect your spells, and slows your movement if you get too close) Expulse Magic Magic Trap Freezing Hard Hit ========================================================= Elemental Lords All elemental lords are a bit bigger now, and each will give a perfect gem as a reward. Earth Lord This boss got a new appearance using the now unused earth elemental skin from the Dragon Mage CA Protector. The old skin is now found on elite earth elementals (Dragon Caves). The Earth Lord also summons two of them to help him. Abilities: Summon 2 elite earth elementals Dust Cloud (Area of Effect attack causes physical damage, gives him good chances to evade and block spells) Fire Trap Slowing Hard Hit Poison Lord Appearance is the same as always. Abilities: Poison Hard Hit Poison Spit (same as spitting spiders) Poison Trap Poison Torment (uses Twisted Torment fx, slows you and causes poison damage over 4 seconds) Flame Lord Appearance same as always. Abilities: Flame Skin Buff (causes pulses of fire damage) Hard Hit Meteor Shower Blazing Tempest Ice Lord Appearance same as always. Abilities: Frost Aura (causes pulses of ice damage and freezes you) Icy Evanescence Ice Missile Glacial Thorns =========================================================== Miscellaneous Hydras I put a few more Hydras in the swamp. The few that were there were quest-related; none spawned randomly. They can be found in the southwest parts of the Swamp, but still rare, in accordance with the lore. They are bigger than before. Normal Hydras have an electricity attack that causes magic/physical damage and has a good chance to stun and weaken you. They also have weakening nova attack that debuffs your attack and physical armor. Elite Hydras additionally have a poison hard hit attack. Wild Earth Elemental I created this elite enemy for the Druid class quest. I intend to have a "fight, then talk" encounter, but for now, it's just "fight." He uses the old Destroyer elemental skin. No special abilities. More updates to come!
  18. Halp! The links to the maps of Ancaria for Sacred 1 don't work anymore. It was just a few months ago they were working. Can we get them back somehow?
  19. Update #5 on New Creature Designs Undead The Dryad had three special undead types that were summoned by her CA Moribund Animus. Since no such CA exists for the Amazon, I wanted to put those designs to use in the game. I used them for normal versions of some of the Swamp Undead: Hunter, Mage, and Lich. The elite versions of these enemies use the more familiar designs. Normal variant on the left (with new texture), elite variant on the right. In this order: Hunter, Mage, Lich Skeleton Mages can cast a blue lightning strike and root. Elite Mages can additionally cast a Frost Fog Area of Effect ring and Teleport. Liches can cast Frost Fog and use a freezing hard hit attack. Some can also summon more skeletons. Moldered Undead, Zombies, Ghouls I found 4 unused zombie skins: 2 for the human-like zombie, and two for the elf-like ones. So there is more variation for all the swamp undead. This shows a Ghoul (new texture courtesty Wardust) and then the three elf zombies. The second shot is the normal Moldered Zombie (previously the only type in the Swamp, identical to all others). The third (elite version) and fourth pics are the new designs. The fourth design is mainly seen only in quests. These are the two human-like Moldered Zombies. Previously they were identical to all other Zombie enemies (this guy). But now Swamp zombies are different. Waterlogged, darker and more rotten. Ghouls can cast a poison cloud. Elite Ghouls also have a poison hard hit attack. Elite Zombies have a short range poison nova. Undead Legion I didn't include any texture changes to the Undead Legion. However I resized some of the smaller skeletons so they're not so tiny. The main change is new spells. Terus's troops have some new tricks up their sleeve. Battle Standard Elite Undead Tribunes can raise up an unholy battle flag that powers up all nearby enemies in its influence. Effects: enemies receive boosted attack and defense, health regen, and attack speed. Your attack rating will be penalized while near the banner. Skeletal Fortification Elite Undead Legion Mages can summon this gruesome device that pelts you with arrows. Effects: Mix of physical/ice damage. Can shoot up to 3 projectiles at once (if you have allies nearby). Shoots once per second. Lasts ten seconds. As always, all Legion Mages can also cast a weak fireball attack, and elites can summon more skeletons. Other Spells Used by the Legion Group Damage Boost - if you see any enemies with crossed swords graphics swirling around them (like this), then they have a party buff that boosts weapon damage and attack rating for them and allies. Undead Centurions and Elite Undead Auxillars can cast it. In addition elite Auxillars have a multi-arrow attack and all melee elites have a hard hit attack. Fire Shield - if you see enemies with a ring of flames around their feet they have a fire shield buff active that adds to their fire armor and a significant amount of fire mitigation. It applies to all their nearby allies. --Remember there are a number of spells in D2F that can be modified to give you buff-removing powers. Use them to your advantage-- ============================================================ Orcs & The Lost "Yellow" Clan We all know the Grurag tribe as the blue clan and the Ore-Thag tribe as the red clan. Good and bad. And the rest of all the goblinoids are just green neutrals. I found several striking textures however, that suggested Ascaron had also planned a powerful "yellow" clan at some point. When I looked through the texts, I even saw they had a name: The Nur-Trak Tribe. Where the Nur-Traks were to be located, or what their role was to be in the game, I have no idea. I do know that the designs are too good to be ignored. I ended up using them for elite versions of familiar Goblin and Ogre enemies. Elite Goblins: Nur-Trak Goblins are bigger with yellow skin and red eyes. I put them next to normal green goblins for comparison where possible. From left to right: Warrior, Hunter, Shaman, Leader Elite Ogres: Nur-Trak Ogres are bigger with more golden hues and fancy armor designs. From left to right: Warrior, Hunter, Shaman, Champion And here are the comparison shots between normal and elite: Grurag Goblins There are plenty of red Ore-Thag Goblins roaming around Ruka but no blue Grurag Goblins in Entruag, or anywhere for that matter! So I made use of these unused designs, putting them in some of the battles nearby Entruag. They'll either help you out or fight you (on the Shadow path). Ogre Clan Champions Unlike Goblins and Orcs, who have red or blue colors when they have a clan affiliation, all Ogres are neutral colored. Ascaron made red and blue Ogres too, but never used them. I have tried to place them where appropriate. Quest giver Ogres who are obviously affiliated with one tribe or another will bear the colors of their clan. I also tried to place amid some of the random clan battles, like those in the Blade Fields. Goblinoid Spells Here's a quick run down of Goblin, Orc and Ogre abilities in D2F: Hard Hit: Most elite melee units except Goblin warriors Freezing Hard Hit: Elite Ogre Warriors and Champions Multi-arrow: Elite Hunters Heal, Revive: All Shamans Speed Scream Buff: All Goblin Leaders and Shamans. When you see the Fanaticism buff on enemies (see pics above), enemies and their allies have boosted attack rating, movement speed and attack speed. Attack Scream Buff: Elite Orc Champions. Temp buff (red nova casting fx) that boosts allies' attack rating, attack speed, and casting speed. Meteor Shower: All Orc Shamans Root: Elite Orc Shamans Blue Lightning Strike: All Ogre Shamans. There are two "lightning strike" enemy Combat Arts in D2F: blue and red. Blue causes physical damage and magic DOT, disrupts your CA regeneration briefly, and has a 50% chance to turn off one of your buffs. Summon Orc Ghost: Elite Ogre Shamans Frost Ball: All Ogre Hunters. A weak ice attack that will freeze you. Frost Fog: All Ogre Warriors and Champions. This is the ring of ice on the ground Area of Effect attack. Lightning Blitz: Elite Boar Riders. A ranged nova attack that causes magic damage and magic DOT. Spawn Goblin Soldier: Elite Boar Riders. I'll cover Bosses and T-Mutant versions in separate posts. Lots more updates to come.
  20. Not that I know of. It may seem like a hassle but I think we should count ourselves lucky that the Mod Enabler works with this game and we don't have to install and remove all the files manually each time.
  21. Here are some more designs. Hell Hound First pic is the original appearance. Where these textures are now, I have no idea. The model was probably rigged to pull on various surfaces, as the model itself is a hodgepodge of various pieces of armor. These are the skins that LazyTomcat designed. Some of the detail is lost but the armor looks more coherent and less random. I would probably just adjust the colors some before release. Spider First pic is again the original appearance that Dimitriy showed us, which I liked a lot. And these are LazyTomcat's skins. I'm not sure how much I enjoyed the very bright colors and how they match the Inquisitor's sets. Fantastic work but some of the detail is lost. I would probably tone things down a lot and change the colors, or even start from scratch and see how it went. Monitor Lizard This is just a pic of the original design as Dimitriy showed it. No one's worked on it since. Cyber-Tiger This is another of Dimitriy's models. Czevak and LazyTomcat worked on it for a while, and Pesmontis worked very hard for a long time trying out different things with it. Silver Fox helped some too with textures, and also worked hard to script a large part of it. It's still not really complete though. Sometimes I feel like this was the mount that was the big stumbling block for the project. These are some experiments in roughly chronological order: I may try to get some of these added to the Diablo mod, maybe as replacements instead of additional ones (just for the sake of expediency).
  22. Update #4 on New Creature Designs I'm making changes faster than I can document them, but I'll try to keep up. Wild Cats I found 3 unused creature designs for panthers, so I rearranged the lineup of big cats somewhat to accommodate them. Black Panthers (Jungle Region) Here you can see a new design for elite panthers that I unlocked, among the normal black panthers. Hell Cats (Cursed Forest) Here is another unlocked design for elite panthers, amongst the normal versions. They only appear in the "green" parts of this region, making them very rare. Night Tigers (Crystal Plane) Formerly "Felons," the name was changed to a D2 enemy name, mainly because "felon" is a word in the English language for a criminal. When a Seraphim asked me to "go kill a felon" I thought I was being ordered to hunt down a criminal. The elite design (right) is a new unlocked skin I found. Other big cats remain in the same places, with the same designs. Spotted Jungle Cats on Dyr Lain, Snow Leopards in the Northland, and Lions in the Bengaresh Basin. Thorned Hulks and Bramble Hulks Ents have been beefed up and made a bit more menacing. Bramble Hulks (1st pic) the normal versions of the enemies, are bigger but with no special powers. Thorned Hulks (2nd and 3rd pics) are the elite enemies, they are even bigger and they have a hard hit attack and a stomp Area of Effect attack. The 3rd pic is a new design I found unused in the game files. The Forest Guardian (4th pic) is even bigger still, and has a new Edaphic Lances attack. The leader of the "Former Christmas Trees" on Christmas Island is no longer called "Ent Opponent." He is now a bit bigger and stronger and called "Lord Tannenbaum." Wolf Riders In a previous post I mentioned finding some unused Kobold textures. I realized they were intended to be used for variants of the Kobold Wolf Rider, so after some tweaking I added them to the game world. From left: Devilkin Wolf Rider, Wolf Rider Scout, Wolf Rider Hunter. The scouts sometimes have magic wands and can cast poison balls. Misc Enemies Elite Spiders Ascaron made a texture for elite Spitting Spiders that was never used until now. Heavy Turtles It looks like Heavy Turtles were intended to have their own skins, instead they wound up being identical to tropical Snappers. Here is the unlocked design: They appear on various coastlines across Ancaria (Artamark, Jungle, a few other places). Scorpions Formerly there were three variants, but Ascaron made an extra green one so it's now unlocked. The designs were further altered thanks to Wardust's textures. Here they are for size comparisons. The champions (on the right) have a poison hard hit attack that is very dangerous. Elite Griffins My friend Pesmontis made a very cool Griffin skin that may someday go onto a Griffin mount. For now it can be seen on elite Griffins in the desert basin. General Changes Most elite enemies (champions) who use melee attacks now have a "hard hit" attack. There are variants of this attack which are "poison hard hit," "bleeding hard hit," and "slowing hard hit." Don't underestimate champions who close in on you. Most elite enemies who use ranged attacks have a "multi-hit" attack that sends out multiple projectiles at once. Ranged enemies of all kinds who use throwing stars and throwing daggers now also have a chance to use throwing potions. Magic using champions now have at least 1-2 extra spells compared to their normal counterparts. Most shamans (Devilkin, Blood Valkyrie, Human Cultist, Goblin, Orc, Ogre, Jungle Lizard) can cast Heal on injured allies and Revive on fallen allies. Take them down first. Champions are generally a little bigger than normal enemies, especially for monsters and wild animals. In cases where the skins are the same for normal/champion, the size difference is more pronounced. These changes go for many friendly NPC fighters as well, so they don't just get slaughtered by enemies. It will also make fights between NPC's more interesting to watch. Tons more creature updates to come.
  23. You're right it's the casting animation for the lightning attack. Looks like it appears whenever they cast it. Here I am getting toasted by it:
  24. Not sure if it has been suggested before, but instead of making a swirling circle of damaging hammers for the paladin, like D2 Blessed hammer, you could go for a single blow from an ethereal weapon, inspired to the concept. The SW's ghosthand spell could fit for that purpose, expecially if you change the glow from green to blue, fitting the holy/celestial style of the paladin. Just a small suggestion, pls don't hit me for my blasphemy! I love this idea actually, and I would do it if I could. But sadly I can't find anything to edit. No models, no textures, no fx, no entries in the scripts. It's like it doesn't exist, at least not as a separate entity that I could change. I'll keep a look out for it though. Thank you for playing the mod and coming here to talk about it. This is only the beginning, there are many changes planned for the mod. I've decided to change Armageddon so people don't have such a hard time using it. It should be better in the next version. You can disable screen shake in options.txt: It's usually located in C:\Users\<username>\AppData\Local\Ascaron Entertainment\Sacred 2\ Search for " cameraShake " and set the value to "0".
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