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Flix

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Everything posted by Flix

  1. Ok I fixed Holy Bolt, Bone Armor, Lower Resist and Conviction. The trick was replacing some unused spell tokens with the new ones I wanted to use. They'll be working as intended in the next release. I'm moving to Texas tomorrow (yeehaw). I will probably not be doing any modding or much responding for a week or so, but I can check the forums on my phone. I'll keep notes for anything that gets reported back about the mod. @Translators: the mod is in your hands now, and with the global.res decoder publically available, technically you don't need anything else from me to be able to translate it. You can compare the vanilla global texts with the D2F texts, and translate the lines that were changed. Perhaps just start with the spells and modifications and go from there. I know it would be easier for you if I made a list of just the entries that need to be translated, but that would be a very long, time-consuming project for me. I changed A LOT of text in the game, and many things are still being altered. EDIT: Here are the texts from before and after the mod so you can compare them. Certain things I changed by running a find/replace on the entire file, such as replacing "Dryad" with "Amazon." If you just translate that word once I can do the same find/replace with other languages.
  2. [[General]] LUA code reviewed - Position formats standardized - Redundant code removed - Language conventions used Textbase of all 10 languages standardized - Not used Text removed - Overall translation by google - Some typos [[Enemies and Bosses]] Haenir now appears as a human [[items and Drops]] ItemMod V1.2 by flix+pesmontis integrated [[Quests]] Hunting Fever reviewed Release stages simplified [[New Quests]] Ancaria Airlines Shattered Souls The Wrong Path Singleplayer and multiplayer.
  3. Diablo 2 Fallen Music Pack - Add it to your D2F installation folder (in the 'pak' folder), before activating the mod. So the structure will look like: Sacred 2 Gold\MODS\Diablo 2 Fallen v15\pak\music This music adds a whole new dimension to the mod. The music tends to be dense, ambient, and with a dark atmosphere. All music is replaced and all compositions are by Matt Uelman from the Diablo, Torchlight and Warcraft series. Christmas Island has music by Derek & Brandon Fiechter. There are also some fan cover of the Tristram themes, credited in the notes. Leave "Number of Speakers" to STEREO in the options menu. If you try to use 5.1 audio then the music and many sound effects will not play. I'd recommend to turn the fight music off in options.txt. Search for the line "volume_group02" and change the value to 0. This is now forced in D2F v15+ so may not be necessary. Options.txt is located in: C:\Users\<Username>\AppData\Local\Ascaron Entertainment\Sacred 2 FULL TRACKLISTING:
  4. Yeah. I had a similar observation I put on the Wiki page for Gust of Wind. I noticed it can push enemies out of harm's way when using Area of Effect CA's like Destroyers or Dragon Strike. On the other hand Destroyers can unnecessarily clump up on one lone enemy sometimes which is overkill. The low explosion range often doesn't hit nearby enemies. Somtimes it's nice to spread the enemies out a bit beforehand with GoW and then launch the Destroyers so they seek out more targets. You asked a question earlier about the gold mod for Protector. I think they're kind of lame without the Llama's CM Mod or the Enhanced Spells Mod (but I made the latter mod so I am biased). I would take the Damage Mitigation modification any day because having an extra elemental floating around that sometimes punches things isn't going to be nearly as beneficial to you.
  5. Will it work if you just uninstall 0140 and then apply 0150? Not really looking forward to that 13 GB download from Steam again.. It should work in theory but there is also a problem reported that the uninstaller for 1.40 isn't working for some people. :/ Only way to be sure is try it out for yourself. Sorry to be the bearer of bad news, but a fresh install may be necessary.
  6. Happy 2015 to all Sacred players! Here is your present: Diablo 2 Fallen Open Beta [obsolete] Install with the Generic Mod Enabler just as with all of my Sacred 2 mods. Download is about 320mb, unpacked it's around 650mb, so you will need at least that much free HD space. There's no documentation for it. My recommendation is not to have any other mods installed if you're going to play D2F. The mod has its own custom texture pack included so Wardust's Serious Textures mod is not necessary. In fact, it's best to avoid it for testing since it was made for CM 1.40, so it's now outdated. There's lots I haven't documented or posted about in this thread yet. I'd encourage everyone to report back anything, good or bad. Anything you notice that's changed, what works and what doesn't work. Music is not included. The music is all ready but I need to test all the songs for crashes, which happens sometimes with the .ogg files Audacity produces. It's a big collection (~900mb) so I only want to upload it once. My recommedation is to set "commentary" to OFF. The characters will still speak at certain times (inventory full, solve quest, find unique, etc.), and I believe 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 pak/fonts. Here are some basic notes about what's going on in the mod that I may not have mentioned: Trophies are now charms. Their power is greater, anywhere from 1.2 -2.0 times the original trophy effect. In addition to dropping from enemy types, some are added to potion droplists and trader potion droplists. Characters with Alchemy/Energy Shield Lore will see them much more often. This may have been overkill with trying to make Alchemy more appealing. Merchants now sell Stamina and Antidote potions as well as Health. Antidote potions now offer temporary DOT mitigation (unlocked by Alchemy skill) when consumed in addition to the instant cure. Balance.txt changes: Reduced the experience penalty at high levels. Tier 14 and 15 items have slightly better chances to drop. The effect of the Magic Find skill is greater (may be too great). Merchants have a greater quantity in their inventories (quality is not affected). Enemy aggression range is much higher. The maximum run speed in the game is much higher. Enemy respawn time is longer (I think. I increased the number). RangeclearFOW is higher. Chances to find runes are slightly lower. Potion durations are a bit more consistent across the potion sizes and difficulties. I added many new bonuses to champions (inspired by the Survival Mod), and also rearranged/expanded the skill selection for most D2F character classes. I increased the run speed of all the mounts. I also boosted the run speed of the Gar'Colossus. He should be a bit more frightening now. Also some of the character starting gear is removed and/or tweaked. The Barbarian and Paladin could probably use different equipment, and I'm considering stripping down the High Elf some more (wrists, boots). In fact there may still be a small display glitch with the High Elf default wrists I need to correct. All gods are replaced, but only two have new statues so far (thank you Silver Fox!). The others have vanilla statues that kind of make sense for their personality. God quests are altered to reflect the new gods. Character class quests are not rewritten yet so they don't really make sense with the D2F characters. No changes whatsoever to mounts. No new bosses or enemy types yet. Certain names may be tweaked (e.g., all Dryads are Amazons now, so Blood Dryads are now Blood Valkyries). Horse CA changes are the same as in Enhanced Spells. However they have new icons. Only the Amazon has a new character portrait at character creation so far. The others are still vanilla. There is a Dragonbone armor from Skyrim that drops for the Druid. It's incomplete, and has the same bonuses as Kha-Beleth's Sovereignty as placeholders. Don't get too attached to it. There's a small amount of new D2 gear. Look out for Wormskull and Griffon's Eye, as well as bear pelts for the Druid (again thanks Silver Fox!) Quest rewards for boss enemies and long chain quests are now better! You can now get guaranteed uniques, set items, or even legendaries from completing certain quests (no spoilers yet, but I will release the master list of new rewards on official release). Gold and XP rewards for ALL quests are also increased greatly especially at higher difficulties. No more is grinding the best way to get XP and good loot. Quest away! Here's a couple things that are still "wrong" with the new spells that I haven't fixed yet: Conviction and Lower Resist don't seem to lower resistances. I want to implement "sensitivity" to elemental damages like Icy Ember and Fiery Evanscence have, since lowering enemy armor is actually surprisingly ineffective. Bone Armor's Block Close Combat doesn't work. Strafe only fires a max of 2 arrows. I'd like to somehow achieve 3-5 shots at maximum. Holy Bolt doesn't Banish Undead (yet). I'm working on it. All other effects work. First post is updated with new info. I may very well have forgotten something here but I am drunk and in-between New Year's Eve parties and I wanted to crank this out as a presnt. At any rate enjoy yourselfs!
  7. CM 1.50 works great when applied to a clean Sacred 2 install. Installing it over previous CM Patches does not work. I'm not saying that's the way it should be, but that's just how it is.
  8. Ok then you should make it sure says "physical damage over time" and not "magic." If you mean to say "spell-based" then say so, so readers aren't confused about whether you mean the magic damage type or spell damage. grammar correction: "characters do not have this damage type on their Combat Arts, but some monsters do." Then above the table that lists the Combat Arts, add a note that says "These combat arts can cause physical damage over time only by causing open wounds."
  9. I'm not sure I understand it myself. At least the first point about characters not having DOT on their combat arts? Sorry about that. The second point about Secondary Effects is crystal clear though. One correction is this: "has received the character:" should become "the character has received:"
  10. Dragon Mage has Magic DOT on Energy Blaze. There are a few others as well.
  11. If I were tackling quests on the Wiki, I would check all Main Campaign quests first. Shadow Campaign in particular is missing info, though you wouldn't be getting to that yet. God Quests are also missing several entries. I think there's a Desecrated Gods/Parched Gods/Green Gods for each Deity. Other than that I'd try to fill in content for all the red links on the Side Quest pages. There are many missing quests. There's also pages that are complete but could use the dialogue template added (just a random example).
  12. Sacred series has traditionally had a very anti-modding stance. Even mentioning mods or talk of altering the game is banned on the official forums to this very day. I think this is due to the creators and players typically viewing the game as a multiplayer experience, which would be ruined by mods giving players different (possibly unfair) playing experiences. Speaking as a Sacred 2 modder, I don't mod Sacred 1 because it is several orders of difficulty harder to mod. Things are encrypted and obscure, and even if you are able to decrypt files to change them, the game rarely accepts your changes. Sacred 2 on the other hand bares its insides to anyone who is willing to just peek into the installation folder. Changes and replacements to files are easily made.
  13. I enjoyed it. Though the ending was too rushed. Things were wrapped up too quickly and not a lot was shown of the fate of everyone involved. Pacing seemed to be the huge flaw of this film trilogy. Bloated, sprawling sections of Jackson's invention bog things down, while Tolkien's tellings of events were rushed or passed over entirely.
  14. I made lots a changes to the design of unique weapons in D2F. Appearances are more varied and unique so no two weapons share the same look. Here's a first look at some of the changes. You'll see some never-before-seen club models too that Silver Fox contributed (no more having 4 unique clubs all identical). Also the selection is better balanced as many 2h weapons got a big boost in power - especially swords. In vanilla Sacred 2 almost every 2h sword is blown out of the water by any 1h unique sword, but no more. Also, there is a lot of tier 15 jewelry that was changed. I figure Legendary-level jewelry is so rare, it should have 3 bonuses instead of 2. This includes a lot of the jewelry from the vanilla all-class sets. The extra bonus only kicks in at high levels and usually requires a skill to unlock it. I also added an additional bonus to all rare weapons. On some it is a guaranteed socket (gold socket for rare Polearms above level 40 on Silver and higher), on others it is an additional random bonus. I hope to do the same for rare armor in the future. Since I made merchants in D2F carry slightly larger stocks, this will make the Trading skill very appealing to those looking to shop for good rares! The Magic Find skill will also be getting a boost in power. No more sinking massive points into Magic Find and wondering "is it even working?" Also be prepared to see more racial damage bonuses on uniques. You may want to use Orcslayer against Orcs now, or Bugslayer to smash those blasted weaving spiders, and can you guess what creatures should fear Dragonslayer? Finally here are a few texture changes I did to vanilla items. Some of the pole arms and staves have blinding white glows that are way too bright. Some glow and shininess is good, but not when you can't even tell what the weapon design is. Here are some before/after pictures of reduced glow:
  15. I'm sorry guys. I love you all, but I had to post this:
  16. Alright guys the new version of Enhanced Spells is live! Version 1.1 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 1.0 >> 1.1 Fixed the problem with Haenir boss (Northland Expedition) not spawning. Changed Harbinger of Death to a permanent buff so that her modifications now function. The daemon will no longer turn on the Inquisitor. Remove this CA from any combos and active CA slots before upgrading to 1.1 to avoid glitchy icon behavior. Fixed the Venomous Entrapment tooltip so it doesn't display an effect from Forest Flight (immobilize opponents). Removed the attack speed debuff from Twisted Curse. Added tooltip text for Opponent's Attributes -X% Lowered Thaumaturgic Nova base magic damage. Added tooltip text for Magic DOT. Changed Sublime Guardian's AI so she attacks more reliably and consistently. She cannot use her Combat Arts anymore however, only auto-attack. Fixed Eternal Fire not hitting enemies when it appears that it should. Effect range increased and minimum casting distance decreased. Big thanks to everyone who played and posted feedback to help improve the mod!
  17. Ok, I've just uploaded the next version of Enhanced Spells. It should go live sometime soon after approval. Enhanced Spells Changelog 1.0 >> 1.1 Fixed the problem with Haenir boss (Northland Expedition) not spawning. Changed Harbinger of Death to a permanent buff so that her modifications now function. The daemon will no longer turn on the Inquisitor. Remove this CA from any combos and active CA slots before upgrading to 1.1 to avoid glitchy icon behavior. Fixed the Venomous Entrapment tooltip so it doesn't display an effect from Forest Flight (immobilize opponents). Removed the attack speed debuff from Twisted Curse. Added tooltip text for Opponent's Attributes -X% Lowered Thaumaturgic Nova base magic damage. Added tooltip text for Magic DOT. Changed Sublime Guardian's AI so she attacks more reliably and consistently. She cannot use her CA's anymore however, only auto-attack. Fixed Eternal Fire not hitting enemies when it appears that it should. Effect range increased and minimum casting distance decreased. Big thanks to everyone who played and posted feedback to help improve the mod! If you liked it, please consider rating it on the file page. Current rating of 3/5 stars seems kind of weak compared to the feedback I've had so far.
  18. Well I'm back for another round of "what kind of neat items can we steal from NPC's?" When I first presented all this stuff before, I skipped over most kobold and goblin items, and a few lizardman weapons to boot. I don't know why. I was looking at them again today and I think they're cool enough to add to the game. Shortbows, daggers, 1h mage staves could all use some more variation. You may see these unlocked in Diablo 2 Fallen before the CM Items Mod, but they will probably come into both mods eventually. Kobold Shortbow Kobold 1h Staff Would make a very good wand design Kobold Club I think I'd like to take this, reclassify as it a 1h mage staff, and voila another wand for the game Kobold Shield Kobold Axe Now, this one's a bit too small, but it could be reclassified as a throwing weapon. The Thraconians throw axes, so why not the player? Kobold Dagger Kobold Sword Could be reclassified as a shortsword for the player Goblin Staff A colorful, tribal design Goblin Dagger Looks to be made of stone Goblin Sword 1 Should reclassify these as shortswords or sabers Goblin Sword 2 Goblin Bow 1 Goblin Bow 2 Lizardman Staff Not as interesting as the cobra staff, but still a cool addition Lizardman Spear Ogre Bomb Ogres use this throwing potion. Now the player can too. Boom. Ogre Shield I skipped this one intentionally before because the model is bugged. It displays with the face of the shield pointing in instead of out. It's bugged like this on the Ogres who use them as well. Maybe we can fix it. If so, I'll unlock it for the player as well. One more idea I had is unlocking Throwing Stones for the player. As weapon class, they seem to be implemented and functional, and NPC's have three different versions to unlock, so you might see a fun new ranged weapon soon.
  19. Welcome to the Diablo 2 Fallen Items Thread. This thread collects all updates I've made on item designs and modifiers. General Item Changes I revised all the unique, legendary and set weapons in the game. I made it so none of these weapons share the same model anymore, so they will look truly "unique." No more will you have 4 unique clubs that all look identical. I also overhauled the modifiers game-wide based on the new skill and CA selections of the characters. No more energy shield related bonuses popping on Assassin equipment. The skill Pacifism is cut from the game. If you want to play PVP you'll have to do it with full damage inflicted (I don't even know if you can play PVP anymore). Naturally all bonuses to this skill on items are also removed. No more "Selling Price" bonus on items. The king of the useless modifiers is gone. I also chose to eliminate XP per Kill from all combat arts and gear. This means that you can use Mentor Potions, Hero Statues, and Blessed Altars will the assurance that they will be working (and this will be the only way to gain more XP per kill). If you're worried about leveling becoming to slow at higher levels, then rest assured because I have significantly reduced the XP penalty that kicks in at higher levels, and I have also boosted the XP rewards of quests, especially in the higher difficulties. For random items, these bonuses are simply removed. For items with set stats, I replaced them with other useful modifiers, usually Magic Find, Survival Bonus and +General Skills. Other changes: Leech Life from Opponents +% is more rare now. It will now only show up on unique, legendary, or set items. No more finding magic and rare random items with LL%. Regeneration per Hit is more rare now. It will only appear on rare or better tier items. No more finding a wealth of regen per hit rings at merchants without even having Bargaining. These two modifiers were made more rare because their power is great. LL% scales upwards infinitely, shredding bosses with ease, and Regen per Hit allows to you to bypass the system of balancing power and regeneration that the entire game is based around. ======================================================== Download the full Visual Guide to D2F Unique Weapons This download contains a library with pictures of the stats and item designs for all unique, set, and legendary weapons and shields in the entire game with D2F installed. ======================================================== Download Chests Containing D2F Uniques: These are cheats, obviously. Use them for testing or twinking or whatever you want. D2F Item Stashes Part 1 D2F Item Stashes Part 2 D2F Item Stashes Part 3 D2F Item Stashes Part 4 D2F Item Stashes Part 5 D2F Item Stashes Part 6 D2F Item Stashes Part 7
  20. It's not just that, but I think the "dismount trick" that allowed users to access this normally off-limits testing area was fixed or removed at some point. Maybe a note added somewhere explaining why those bosses are on the map twice would be good.
  21. Found another one. At least I couldn't find this Legendary amulet on the Wiki. It seems to be missing from a couple drop lists, so being a true tier 15 Legendary it may well have never dropped for anybody. I'm rebalancing all the game's unique weapons for the Diablo mod. As a side effect of getting down n' dirty with the scripts I keep uncovering things like this.
  22. Hello, welcome to DarkMatters!
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