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Flix

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Everything posted by Flix

  1. Thanks a lot GoldenGirl! I hope you and many German players will enjoy the mod!
  2. Thanks DragonBrother. The new version of Enhanced Spells is live! Version 1.2 is uploaded to the DarkMatters Downloads section. The first post in this thread has been updated with the latest instructions and info. Download the latest version and check out the first post in the Enhanced Spells Development Thread which has been updated to reflect all the latest enhancements. Here is the changelog: Enhanced Spells Changelog 1.1 >> 1.2 Bronze Mod "Readiness" for Rousing Command now properly adds Defense Value. Bronze Mod "Corrosion" for Shivering Miasma/Deathchill Aura should now have a noticeable effect on enemy resistances. Added translations for German and Polish languages. Added optional "Challenge Mode" for the mod, with significantly stronger monsters and increased difficulty. Challenge Mode Features: Critical hit damage increased from 1.2 to 1.5 times damage. 20% increase of T-Energy damage against the player. Chance for T-Energy to mutate enemies increased by 25%. Max speed in the game quadrupled. The player isn't faster by default, but will benefit from more Run Speed +% gear. Enemies will move faster as well. 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). Cooldown for healing potions is doubled. Slightly lower chance to get runes. Enemies gain greater damage from attributes. Overall intensity of enemies increased by 25%. Enemy weapon and spell damage and armor significantly increased (from about 40% on bronze to over 300% on Niobium). Champion enemies receive greater bonuses to hitpoints, damage, armor, chance for critical hits, and attack and defense. They are no longer simply normal enemies with a bit more health. They can be extremely deadly. Big thanks to everyone who played and posted feedback to help improve the mod! Special thanks to the translators!
  3. It is too sad, that all theese items have a higher priority than Elite mounts.
  4. They are not released yet. How many times must this be said to you?
  5. I'm the same way. In the late 1980's I saw either a horror tv show or a movie on tv that scared me to death and I never found out what it was. These two parents drove out to a field in the middle of nowhere (daytime) and they were like abandoning their little 7 year old daughter for some reason. They were saying how sorry they were they had to leave her. Meanwhile their older son (maybe 12) was waiting in the car and this big ogre like monster came, broke into the car and tried to get him. Grandparents came in and changed the channel then. Never figured out what it was.
  6. I'm planning to upload the new version (1.2) at this time tomorrow. Enhanced Spells with now work with English, French, German and Polish versions of the game. No need for any special installation instructions either.
  7. Thanks a bunch for posting about it to the German community! Those "updates" you linked are test versions for the next official release of the CM Patch. I hate to say it but I can't do mod support for those because they are always being updated. I actually worked on that update a little bit. It was my job to add the battery (from Kendric's Archon) to the drop lists. There's more that's been changed (in anticipation of v 1.60) but right now Enhanced Spells is for the latest official CM Patch release, not test versions. Alright, I'll fix it today and upload the (hopefully final) Polish global.res in this post later. EDIT: OK here it is.
  8. I don't think that would work. Console versions are Fallen Angel (no expansion) so PC Sacred 2 Gold wouldn't work with it.
  9. Get 1.50. Czevak never updated the file in the DarkMatters downloads section. Therefore the file page and this thread are outdated. I'm trying to keep the Wiki page for the CM Patch up to date with a direct download link and latest patch notes.
  10. Well with no updates from you guys in a while I'm guessing the German and Polish languages are good to go? I've got the next release of the mod ready so if there's nothing else to correct, I'll upload it this week. In addition to the new languages I fixed the bronze mods for Rousing Command (base defense value now works) and Shivering Miasma/Deathchill aura (enemy resistances are now pierced). Finally, I also put together a new "Challenge Patch" a rebalance sub-mod that can be installed on top to add a significant difficulty increase to the game when using Enhanced Spells. Challenge Mode Features: Critical hit damage increased from 120 percent to 150 percent. 20% increase of T-Energy damage against the player. Chance for T-Energy to mutate enemies increased by 25%. Max speed in the game quadrupled. The player isn't faster by default, but will benefit from more Run Speed +% gear. Enemies will move faster as well. 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). Cooldown for healing potions is doubled. Slightly lower chance to get runes. Enemies gain greater damage from attributes. Overall intensity of enemies doubled. Enemy weapon and spell damage and armor significantly increased (from about 40% on bronze to over 300% on Niobium). Champion enemies receive greater bonuses to hitpoints, damage, armor, chance for critical hits, and attack and defense. They are no longer simply normal enemies with a bit more health. They can be extremely deadly.
  11. Just for the record you shouldn't see "No Armor, No Resistence, No Spell Resistence and no Dodge" for Rousing Command. It only increases Attack Value by default. Mods will allow for: Attack Speed, Run Speed, Defense Value (probably not working yet) and regen time - X%. If you haven't taken any of these mods you're not going to see anything in the tooltips. I guarantee the vanilla mods work though.
  12. I think I needed to change the spells.txt entry to get the Defense Value to function. I haven't tested it yet. As for other effects not working, check the sigma bonus overview and see if new bonuses pop up. At any rate, none of this is a text issue, and has nothing to do with global.res. Fixed it. There are extra unused entries for the Inquisitor CA's that were throwing me off. Ah, I see finally. It still says 80% (this goes for English and French versions too). It actually gives 90% chance, just the text is wrong. Fixed it.
  13. Ok found some exceptions to what I wrote above. I forgot to put the Harbinger of Death description in the text file. I also forgot the new Grim Resilience modifcation text (Guard). I guess the French version would be missing them too. 2719182357 Summons a daemon warrior to fight for the Inquisitor. 0847253497 Guard - Increases resistance to all secondary damage effects. Can I get this translated in German and Polish please?
  14. OK thanks. I'm not surprised at any of these things. I only put the things that needed translating, not every single line that was changed. Which means it up to me to put all instances of new combat art names where they belong (for example CA names go twice, once for the interface and once for the rune), and also to swap texts that weren't changed but simply moved (Nothing from Archangel's Wrath was changed but it needs to be moved to a new spot in global.res). Thanks it was a big help to me that you worked on it. I'll try to get everything straight for both languages in a couple days.
  15. Thanks for the updates. Looks like most problems were just with lines I needed to swap around. It's hard to keep of track of things when you don't know the language. The "Lower Armor" spell token was scripted by the developers for the CA and it works, but it is highly unremarkable in effect. Enemy armor is usually very low, and armor can't be reduced below a value of '0' as in some other RPG's. Furthermore most enemies have damage mitigation (not visible in any tooltips, but I see it in the scripts), and that's usually the real source of enemy resistance, not armor values. When I sought to create a similar effect in my Sacred 2 Diablo Mod, I ended up using instead the "sensitivity" effects like those used by Icy Evanescence and Fiery Ember. They have a much more dramatic effect because they're like reverse damage mitigation. I think it might be a good idea to that for Shivering Miasma/Deathchill Aura as well.
  16. You need to save this in Unicode format. Otherwise I can't use it. The lines end up looking like this: 0123095553 Wysoka Elfka wyczarowuje falê uderzeniow¹ stworzon¹ z magicznej energii, wywo³uj¹c potê¿n¹ eksplozjê. Wybuch spowalnia przeciwników I zadaje obra¿enia w czasie.
  17. Thanks a bunch LuckyMole! >"Well the problem with charms isn't exactly in their power. Mostly for me it is in the fact that you have to remember to open the inventory and use them. And during combat I just don't look in it. I open it when selling or when something good drops. Same is with potions. Almost don't use them just those for health." Yeah, equip the charms in your potion slots, especially since you say you don't use potions anyways, you should have some free slots. That way you can just push the hotkeys and use them on the fly. Potions and charms both benefit from alchemy so it makes sense that they would be grouped together (charms are even coded to make the same sfx as potions). >"Just opened that folder with images of the unique and legendary items. Not even a single 1h Wand that is legendary and the overall number of one hand wands is very low. Please give more?" I became disenchanted with Legendary items when I realized the chance to actually find one is so incredibly low (without cheating and modifying your game for better drops), that I really just stopped bothering with making them during the Item Mod, since in all likelihood they would never, ever be found. That being said, I pratically doubled the number of unique wands already, and most IMO are better than the vanilla items (actually giving useful bonuses like Intelligence, Casting Speed, etc.). I would like to have more wands that looked like wands (and not big staffs that are just held in one hand), because wands were a big deal for Necromancers and Sorceresses in D2. You may see some more popping up soon. >"Seeing how you want to make new sets I am curious if you are willing to remake some of the Sacred 1 sets e.g Torwyn's whatever it was for the vampiress or other like that? Not in stats, but in appearance?" Just to be frank I don't really have the 3D modeling experience to do that. >"Now that I am playing I am noticing a trend in all of the vanilla set item bonuses. They are pretty generic. Do you have plans for adding more interesting set completion bonuses? In D2 there was a Necromancer set that transformed your char into a Vampire lord when you put all the pieces. Or Blackstaffs from the battlemage that gave you constant Ghost meadow on the level you had it." I could rework the set bonuses, yes. Though not in such a drastic manner. You just can't have a full set grant you a permanent buff or transform your character's appearance. The closest thing might be to try the "Invisible" property that Shadow Veil has and make it a full set bonus, but appearance wouldn't change, you would just be invisible to enemies so long as you wore the suit. Which sounds boring.
  18. This song always makes me feel better. A great way to start the day. And this guy's covers are amazing stuff.
  19. I must agree with KrystianCzach243r. It would be better if you can give us the translated global.res files so we can check if the translation makes sense In-Game. Then if we checked them and say they are fine, then you can make the new Version without any concern. For KrystianCzach243r his POLISH Translated global.res file And for me my GERMAN Translated global.res file This would be awesome !^^ And Kudos for this magnificent Mod and your future plans ! Yes, I'm going to. It would make no sense not to test it before releasing it. Just give me a day, as I've got to do both translations.
  20. Yeah seriously. There's no reason to be playing unpatched Fallen Angel. Patches and Downloads
  21. Ok, then it sounds like spells.txt is in a different location then. So it's not taking effect. Outstanding. I look forward to it. In a week or two then I'll be releasing the next version of the mod with the new languages plus an optional difficulty patch I created for players looking for a serious challenge.
  22. A few weeks probably. Right now I'm trying to rewrite the class quests so they make sense for the new characters. I've also rebalanced the items and spells some more, and fixed some lingering texture glitches from integrating the Serious Textures Mod. Silver Fox is also helping me by making new god statues and armor. They look amazing. Finally I made an "Inferno Edition" patch that ramps up the difficulty significantly. It will be for serious players looking for a challenge.
  23. That's good the mod wasn't causing lag. I really couldn't see how it would do that anyway. In short, no I don't know why the ragdoll flying corpses doesn't work on your install. I don't really know the history of the "hurl enemy" spell token. I do know that in Sacred 2 Gold, it only appears on Scything Sweep and Clustering Maelstrom. I have heard people discussing how in early versions of Fallen Angel, all enemies were hurled away, by default, all the time, even normal attacks, without any need for spell tokens. Unknowngst made a topic about it PhysX and Ragdoll in Sacred 2. He ended up making a whole big mod that started just from the desire to get the "hurling" back into the game. It was because of his efforts I was able to add it to this mod as well.
  24. Well sorry about that. I'm not surprised there were unexpected issues since the mod was built on Sacred 2 Gold. Nothing I can do about it really...
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