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Flix

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Everything posted by Flix

  1. I really can't say, and I should know because I was just editing the spells of the flying eyes just today for a mod. It doesn't look like anything I've ever seen. There is an "energy leech" buff that the yellow flying eyes have, but I don't think it looks like that. And the purple ones don't have that buff. They can only cast a red lightning attack and summon the little poison eyes. Maybe it's the casting fx for one of those spells?
  2. This is a great triple-aspect build. I took Combat Discipline instead of Constitution, because I wanted increase his damage output and I wanted to make combos with 3-4 CA's. However, he died a lot. Your build should be more safe. One tip I can give you about having 3 buffs: when you fight a boss, it's usually one-on-one. Soul Reaver is usually useless then, because you need to charge it up first by killing enemies. So I rarely used Soul Reaver for boss fights, instead choosing a different buff, and after Concentration Mastery, just turning it off to remove the regen penalty.
  3. No plans, more like wishful thinking at this point. Maybe someday.
  4. Update #3 on New Creature Designs More Swamp Creatures Swamp Rat No longer identical to the brown rats, they now use a kind of a gross dirty green unused texture I found. Swamp Demon Not quite the Bog Demon of Diablo 2 but pretty close. Found this creature skin unused in the demons folder. Set him loose in the swamp. He's a champion, and can cast a version of Twisted Torment as well as a hard hit w/ poison attack. Approach with caution. Stygian Watcher Inspired by the enemies of the same name from D2. The Stygian Watcher lurks in the water and pops up to hit you with tentacles and other attacks. An ink spray that roots and a water spray that pushes you back (usually into Weaving Spider or something else you don't want to anger). ============================================================== Demons and Monsters in the Cursed Forest Balrog Since the Sakkara demon summon is no more, I reused the creature to make the Balrogs from Diablo 2's hell level. The Balrogs can be found in place of the Flaming Horses in the deeper parts of the Cursed Forest near Diaanja's retreat. They are all champions who use a hard hit attack and can cast a fire spray that roots you. Vile Lancers and Demon Imps These demon women come in the variants Vile Hunter and Vile Lancer. They wield more demonic weapons than their Sacred 2 counterparts. Champions have a hard hit attack that can cause bleeding. You will see they are often assisted by Demon Gremlins and Demon Imps. In Diablo 2 they were notorious for teleporting around and hitting you with fire, generally making themselves a huge nuisance. These enemies now have those abilities in the mod. Gargantura This was my most exciting find. I found a completely unused creature in the game files that was a huge red spider that had a saddle and a demon rider! It had already had a name encoded and everything: "Gargantura." Seriously, how awesome is this thing? They can be found around the Tomb of Many and in between the first two burned down villages. Misc Demons Flame Sprite The old fire demon summons are now Flame Sprites that will torment you in the desert. The have a flameskin buff, a fireball, and can open volcanic vents under your feet. They are found around the same areas that have scarabs (northern and eastern sections). Frost Imp Another unused creature design I found, these ice demons can be found in the snowy parts of the Crystal Plane. I'm thinking about putting some on Christmas Island as well. They can cast an ice missiles, ice ball, and use a freezing buff that slows you. Monkey Demon Yet another unused creature design. I placed these poisonous imps on the Dryad Island. They like to hang out near Willowisps. Don't follow them around thinking they're cute and funny, because they shoot a poison missile, use a short range poison nova, and have the terrible venom spit also used by spiders. Fiends (Flying Demon Champions) Ascaron made skins for champion flying demons but never put them in the game. Now the normal ones have the usual look, and champions have these new designs: Jungle champion Fiend Wastelands champion Fiend Death Mauler (Elite Armored Red Demon) A creature design for champion Demons that was never used. He appears in the Bloodwood and also in the Wastelands. This is the biggest, baddest version of any of the "alien" looking Demons. He hits very hard and very fast, he has a devastating life leech hard hit, and he can resurrect fallen demon corpses. Destroy immediately without hesitation or run fast. Other changes: Blood Drinkers are now called Blood Divers after the Diablo 2 flying enemies, and the champions can now leech life from you. There are a few less Kerbos (mini-hellhounds) and normal Flying Eyes because the density was too great in many areas. I've also decided to scale back the raw number of enemies on the map from previous versions. I decreased the default visibility range and enemy aggro range a bit too, as I think I increased them too high (they're now about double instead of triple. There was too much swarming going on. I'd rather have the challenge be due to enemy power rather than sheer numbers. Inferno version will remain unchanged as the point is to overwhelm you. Tons more updates to come.
  5. New Creatures Update #2 When I explored the game files looking at weapons and shields, it resulted in the Community Items Mod. When I explored the spell files, it resulted in Enhanced Spells and, ultimately, this Diablo mod. Now I've explored the files for creatures and monsters, and I shouldn't be surprised that once more I found all kinds of cool stuff to bring to you. Kobolds = Devilkin This idea started when I found a very evil, unused texture for the kobold warrior: I didn't end up using it, but it inspired me to make new textures transforming the little gnomes into Devilkin, the classic enemies from the Diablo series. Devilkin These are the standard Devilkin. Weakest of the group with no special abilities. Fallen One Warriors with better armor and weapons. Dangerous in large groups. Carver These hunters prefer to pelt you with rocks, but are not afraid to try to skin you alive. Dark One The elite fighting force of Devilkin, these monsters cast a fanaticism party buff that increases the damage and attack of all allies. Fallen Shaman Fallen Shamans shoot poison missiles and are known to conjure small earth elementals to aid them. As a new feature, all shamans can now resurrect fallen allies, so you will want to target the shamans first if you don't want to be overwhelmed. ======================================================== Dragons Venture to the DragonSea Islands and the cave system underneath, and you will see all kinds of new enemies. Dragon Berserk Roaming among packs of Dragon Cultists, you may now see a Dragon Berserk leading them. These champions are extremely deadly. They can use the Berserk abilities Blood Frenzy and Lacerate. Young Dragons The young dragons got some modest texture improvements, as well as a size increase. No more are they little things you can stomp underfoot. They are now man-sized, with seeking Fireballs. Champions are even bigger and can cast a Flameskin buff that causes pulses of fire damage to you. Small Dragon Formerly a neutral NPC, these small dragons will now attack you with magical spheres of energy. Dragon Cultists Dragon cult members now wield a wider variety of weapons besides that one halberd. Lizardmen Lizard warriors will now wield more than just the same bone club. They may also have a bone sword. Many of the creature skins are darker and more sinister as well. This goes for Lizardmen in the swamp as well as the jungle. ====================================================== Swamp Creatures It turns out that the developers made swamp versions of all the enemies like spiders, turtles, and bats. These creatures were completed and ready to go, but were not placed on the map! Instead the same generic versions of these wild animals appear instead. I have now turned them into their intended "swamp versions." Mudsucker Rather than same standard vampire bat skins, Mudsuckers now have a more reptilian design. Champions can leech your life and cause bleeding. Weaving Spider Rather than being copies of the Spitting Spiders, Weaving Spiders now have their own toxic green skin. Beware their poison spit (slightly decreased in power) and the Champions' webs. Mud Snapper They are no longer the same as the tropical Snappers. They now have muddy skin and green, viny shells. Dagon The creature of Skull Rock is no longer a tiny trash mob. He is now a formidable boss named Father Dagon. He can cast versions of Twisted Torment and Black Curse, as well as a poison hard hit. I'm still considering more changes to the swamp, such as adapting small versions of the Octagolamus to become Stygian Lurkers, and possibly adding more Hydras and/or a Hydra boss. This is just the tip of the iceberg. I have lots more to show in future updates!
  6. Throwing stones have been unlocked as a weapon class for the player! Throwing Stones have been considered a "lost item," meaning all the evidence was there in the files, but the weapon wasn't playable. However, I had to do very little work to unlock them, since all the work had been done by the developers with the exception of creating bonuses and making them drop. These are examples of what kinds of modifiers spawn on them. The base names in order (Normal-Magic-Rare) are: Rocks, Shot, and Pellets. Modifer selection is similar to throwing stars and throwing daggers. Rare throwing stones have a good chance to have an extra 4th modifier (as do all rares now, making them generally more desirable). Here are the in-game appearances: Any of these designs can randomly appear as any item tier. These stones are the same as those used by enemies. From left: kobold, stone creature, ogre.
  7. That's insane. Those textures are as high quality as most Sacred 2 textures (or better!).
  8. Hi Lila. These are the basic steps: Create models/textures/icons, using whatever 3D modeling and/or image editing programs you use. Models and textures can be given unique names, icon names should correspond with the itemtype number (see below). Models need to be exported to gr2 format and textures can be either tga or dds. Create a new surface ID in surface.txt defining which textures will be used for the item. Special surface shaders and fx can be set here. Create a new item type in itemtype.txt. This tells the game exactly what the item is classified as (helmet, sword, etc...item classifications are defined in typification.txt) and what 3D model, surface ID, and icons to use for the item. Create a new entry in iteminfo.txt, using the item type number. This will tell the game what material it is made from (defined in material.txt) and how much space it takes up in the inventory. Create a new blueprint for the item in blueprint.txt. This creates the item based on the item type number, and defines properties like bonuses, character class restrictions, item tier (unique, legendary, etc.) and whether it's part of a set. If creating a set, add a set blueprint in blueprint.txt. This defines which blueprints are part of the set and what the bonuses are. Add item to the appropriate drop tables in drop.txt, using the blueprint ID. Name items by editing global.res. Use the s2rw.exe program. I could explain each of these steps in detail, if you really need it, and are seriously going to make something. I'd encourage any modder to learn by example. Look at existing files and script entries and see what you can learn from them.
  9. From the Art of Ancaria page that I made for the Wiki.
  10. Silver Fox already definitively answered this almost a year ago.
  11. New Release: Diablo 2 Fallen v0.2 Beta [OBSOLETE] Please read the following! Install with the Generic Mod Enabler just as with all of my Sacred 2 mods. Download is about 400MB, unpacked it's around 850MB, so you will need at least that much free HD space. 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 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 0.2" 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 0.2/pak/music]. Run the GME and enable Diablo 2 Fallen Beta 0.2. 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 0.2" 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.
  12. Region is just a coincidence. It's all about the monster type. For example, let's look at Iron Ore trophies. Dropped by Monster-type enemies. The Bestiary organization isn't arbitrary; those categories are used by the game. So that list of "Monster" enemies will all drop Iron Ore trophies. The second step is saying, "where are those enemies then?" Each enemy has a "Region" listed beside its portrait. For example, Werewolves have "Artamark." But of course that's a big place, and werewolves are only in the southeast portion. That's why I started to give each Region page a regional Bestiiary section saying where each enemy type tended to be. Had I finished, it would probably be easy to take that info and turn it into a written guide.
  13. As a bit of an aside... Gogo said once he had a dream for a map of Ancaria coded to show Trophy drops by region. It's a great idea. A guide to farming Trophies would be just as good. For example, if a player wanted to farm Iron Ore Trophies, where might they go for the best "crop" of Monster-type enemies? That kind of thing. Would make for good reading.
  14. Berserk with CM Patch shreds all bosses until around Gold because they added LL%, as you said. It was formerly flat Life Leeched per Hit. It felt very overpowered to me the first time I played it at low levels (never played without Cm patch). I faced every single boss in Silver and Gold as the Berserk because the spells were so pathetic and weak by comparison. So when the Berserk became pitiful and fragile in Platinum and Niobium it was a shock (however by that point the DM's spells had come into their own). Mainly it was the fact that his hits never landed anymore (LL% is useless if you can't hit), and he has no defensive modifiers whatsoever. I suspect this is the point where your Alchemy skills will come in handy. Troll Tooth trophies for attack, and Iron Ore and Talisman trophies for protection. Overall a fun but very unbalanced CA, which is why I spent so much time trying to mod him to scale more evenly in Enhanced Spells. Trophies drop according to monster type, just as the Wiki says. Just like shrunken heads. Without a doubt confirmed, I've seen how it's set up in the scripts.
  15. Final Update before v0.2 Beta release: Inferno Edition + attributes and other misc features Starting with the upcoming release, all future version of Diablo 2 Fallen will come with an optional "Inferno Patch" that can be installed on top of the main mod to drastically increase difficulty. I tried (and am still trying ) to balance the main D2F mod for the best possible mix of challenge and fun. However, many players want to push their characters to the absolute limits. The Inferno patch is for them. Features: Critical hit damage increased from 1.2 to 2.0 times damage. 20% increase of T-Energy damage against the player. Chance for T-Energy to mutate enemies increased to 75%. Enemy aggro range tripled. Aggro range for white (much lower level than player) enemies doubled. Boss aggro range increased by about 10%. No more damage downscaling for NPC's (they will inflict full damage on each other). Range for clearing the fog of war on the map is tripled (results in more enemies, and remember they will see you sooner). Cooldown for healing potions is doubled. Potions have much lower durations Slightly lower chance to get runes. Enemies gain greater weapon and spell damage from attributes (2x). Overall intensity of enemies increased by 75%. Enemy weapon damage, spell damage, and armor significantly increased (from about 40% on Easy to over 300% on Hell difficulty). Many of these features also exist in the standard D2F mod (the Survival Mod is essentially integrated with D2F), but with less extreme values than Inferno. So with or without the Inferno patch, the overall difficulty is still greater than vanilla Sacred 2. If you play with the Inferno patch, it's recommended to start in Easy difficulty. Walking around with no armor in Normal difficulty can get you killed by single critical hit, even in the starting areas. Installation: to install, simpy install the main D2F mod as usual (with the Generic Mod Enabler), then install the Inferno Edition on top of it in the same way. Uninstall in reverse order. ================================================ ================================================ Attributes D2F features the same familiar 6 attributes. Same names, same functions. However, there are changes, both cosmetic and mechanical. Visually, there are new icons, and better tooltips with more information (for example, what weapon types are affected by that attribute). Mechanically, I was able to increase the effect that attributes have on weapon damage. I know with Ice & Blood, many players stopped using attributes to boost weapon damage, because they had been nerfed so severely that there was little point to them. I've doubled the effect of attributes on weapon damage, and increased the effect of Intelligence on spell damage by about 25%. This should add more value to attribute points, gear, and also Combat Arts that boost attributes. ======================================================= Horse Combat Arts Leap now has a scaling 50% chance to break roots, and will slow movement speed of enemies at the starting location. Charge now buffs the rider with defense, damage mitigation, and light healing during the charge. The charge damage also scales better and can hurl enemies away. Rear Up now has better damage scaling and can hurl enemies away. It also now has a scaling 40% chance for bleeding damage. I'm still looking into resolving the old bug that prevents Run Speed % bonuses on horses from functioning. ================================================ Combos These are the new combo icons. No real changes to how combos function.
  16. Character Designs: The Necromancer I tweaked the portraits and default look only slightly. The Necromancer now has black robes instead of the old fur ones, and grey-blue eyes instead of glowing red. I think this makes him look a bit more sinister and undead. There were no textures for the Inquisitor in the Serious Textures Mod. However, the character badly needed some, having very loud, bright and garish armor. It was very easy to have a character that looked like a clown, when they were supposed to be dark and evil. So I made new textures myself. These are the new armors for the Necromancer (links go to pictures of the originals on the Wiki for comparison): BloodPoison Armor: Ilgard's set (focused on Poison & Bone aspect) on the far right Armageddon Armor: Deylen's set (focused on Curses aspect) on the far right Scourge Armor: Sakari's set (focused on Dark Summons aspect) on the far right New character designs Scourge helm and shoulder variants added in the last CM Patch (made by Dimitriy for the Item Mod): The helm on the far right was added as recreation of the D2 unique Trang-Oul's Guise: Generic Armor: Magic Armor: Special Armor: Mutation set on the far right The following armors were not changed: Cloth Leather Iron Disgraced Gods Judicator Another creation is a skull mask that Silver Fox made. It will drop as a recreation of the D2 unique Wormskull:
  17. If that's correct, than just having good running shoes should be enough. No point in taking the skill. Agreed, though if he's playing my Diablo mod as I think he is, I increased the max run speed in the game by 3x so the skill may actually come into some use as you're unlikely to hit the cap with just gear.
  18. After some thought, I've decided to add in the current version of the Elite Mounts project into this mod. This includes only the completed mounts, which are the Dragon for the Sorceress, and the Monowheel for the Assassin. Is it balanced to have super powerful mounts available to only two characters, without a prerequisite quest before allowing purchase of the mounts? Nope. But it's what's completed at this time. And people have been waiting a long time to play with these mounts, and it is after all a game. I want people to have fun. Just give me a couple extra days to make sure it's all working and I'll package everything into the next release.
  19. Gonna welcome you, I suppose. There's a wealth of Sacred information on here and on the Wiki. It's a small but friendly forum as well.
  20. Luckily that's all easily fixed. It's just a matter of balancing the aspect. So thanks for that. I expected a good deal more feedback along these lines overall, but very few people have weighed in on how the spells play. The best I got so far was complaints about Whirlwind's fx and someone saying "Sorceress is way OP, but I won't tell you how." I mean, really... I should also say in regards to my own tests, I tended to test at very low level (levels 1-10) and very high levels (levels 150 and above). That's one reason I made a beta release. There's just too much for one person to get perfectly fine-tuned on his own.
  21. Too powerful? I've been keeping my eyes peeled for any reports about this CA. I didn't how it would be received, since it's unlike anything in the game (I found it deactivated in the scripts and with no real numbers to go on, I had to guess what would be appropriate). Is it the range (too great?), the amount of raw damage inflicted, the frequency of damage pulses? I'd like to cut it down to size if possible. The downside of Warmth is precisely what you describe: if you want to take it, you may have to make sacrifices (giving up a different buff, taking Fire focus or lore skill in place of another skill, etc.), particularly if you're don't want to have anything to do with the Fire Spells aspect. But it's not neccessary to have Warmth, just as it's not neccessary to have Grand Invigoration. There are a multitude of ways to cut regeneration time down to absurdly low levels. I found using all methods + Grand Invigoration actually got regen down so low it was pointless: 0.1s regen on Fireball is not any better than 0.4s, when considering you can't cast Fireballs that fast anyway, even if you just lay on the right mouse button.
  22. No clue who or what Imperius is. If it's from Diablo 3, I didn't play it past the demo. The only things from D3 in this mod are a few icons I borrowed. I remember Tyrael from Diablo 2 though. There was a ticket on the Cm Patch bugtracker trying to get Tyrael armor made for someone (Inquisitor maybe). It never got past planning stages though. As for this mod, no plans for it now.
  23. YEEEEAAAAAAAHHHH https://www.youtube.com/watch?v=s4zlAd_eXjM
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