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Flix

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Everything posted by Flix

  1. Yes! Combat certainly has a different feel now doesn't it? I'm giving the mod one last check and then I'll release v 1.0 probably in the next 12 hours. It will be ENG/FR. If we get more translations I'll add them to future versions.
  2. That NPC is suicidal. Congrats for protecting him. I've never been able to unless I already had the Thylysium portal activated. Welcome aboard.
  3. You want the summoned Dragon to disappear when you mount and reappear when you dismount? Why on earth would I do that?
  4. Oh, that's how the game works by default. Buffs are deactivated upon shapeshifting, and reactivated upon changing back. This includes summons. I can't change that behavior. He's powered up big time in the next version.
  5. I've never seen this kind of behavior. I just checked to make sure and there was no problem, so it shouldn't be an issue in v 1.0.
  6. Welcome aboard. I seem to remember the invulnerability mod working. What it's actually doing is briefly giving you 100% physical damage mitigation - so a fire spell for example would still hurt you. Check the bonus overview and look for it right after teleporting. It will disappear shortly thereafter. Never tested the invisibility one much. It doesn't appear in the bonus list either. The spell token is the same as the one that Shadow Veil uses though, so it should work. It may last for such a brief period that it's not noticeable.
  7. Just caught a last minute bug while preparing version 1.0. Thaumaturgic Nova is using the wrong visuals. I intended for it to be this: While it's actually this in the beta: In earlier pre-release versions I used the second effect, but swapped it out for the first because it looked more like water than electricity. I probably swapped it back in to take the picture for the thread and then forgot to change it back to how I wanted it. Fixed for version 1.0 In other news, the French version of the mod is almost finished (pending a few last minute revisions), so the next release will have French and English available. If anyone wants to translate the mod to German, Russian, Italian, or any other language let me know.
  8. You'll probably kick butt. It's haaaaard to mess up a Shadow Warrior of any kind. My suggestion is get the Malevolent Champion or Death Warrior focus skills a little sooner to take advantage of the buffs and weapon based combat arts. Also look for regen per hit modifier and it won't really matter if you have high regen times for your Combat Arts. You say sword+shield, but I see Dual Wield skill? I would use either Dual Wield or Shield Lore, but not both. That way you can switch between whichever you choose and also 2H swords (thanks to Sword Lore) if you find a good one.
  9. Really impressive to see all the effort going into making this happen.
  10. Previous thread on the video (it's literally one topic down from this).
  11. He'll say it to any undead. Mist of Miasma isn't connected, just coincidence. The editor probably just heard it there and thought it was connected to the Mist.
  12. Alright translators, here is a text file with the English lines that need to be translated. They are listed in the order they appear in global.res, which is quite random, sorry about that. Please don't change or remove the numbers before each entry. Spells Mod English Text for Translation
  13. This is the changelog so far, subject to change before final release: Enhanced Spells Changelog 0.1 beta >> 1.0 Shivering Miasma now inflicts ice damage. The Sublime Guardian now has full gear starting at level 1, and can cast Instill Belief on enemies. Fixed Draconic Ally being exceptionally underpowered. Labyrinthine Warlord and Priestess of Doom summons are now permanent buffs. Fixed Dragon Berserk being overpowered at low levels. Enemies are less likely to kill friendly NPC's and mounts when hurled into them by the player (but this can still happen). Mounts won't truly die (they will be alive on reload) but certain NPC's can die. Fixed Labyrinthine Warlord having the wrong aspect focus assigned. Lowered the durations of most 90-second temporary buffs to avoid being overpowered. Labyrinthine Warlord and Sentinel Construct have new skins. Priestess of Doom is slightly shorter. The Sentinel Construct now has a modification that lowers the Temple Guardian's regeneration times. The modification that summons a third Protector is changed to one that lowers the regen penalty from the buff. Horse Combat Arts Leap, Charge, and Rear Up have been enhanced and powered-up. Included classic icons package.
  14. I don't know if it was intended by the developers or not. I don't have a problem with friendly fire, it makes you play more carefully. It makes it more exciting to me, which is why I chose to leave it in the mod as a feature.
  15. You can also email it to me at bengeddes71@gmail.com, or use a file host.
  16. Yeah this is probably caused by my Enhanced Spells Mod. The "hurl enemy" spell token I added to all the CA's can actually kill your mount and friendly NPC's, but only if an enemy is hurled into them as they die. The mount is always alive again upon reload though, so it's not a true death like if it's killed while you're riding it. I think I've fixed it for the next release, but people will have to be careful. Clustering Maelstrom and Scything Sweep have the hurl enemy spell token even without my mod, so it could happen in the vanilla game as well using those combat arts.
  17. Alright while I wait for any interested translators to get in touch with me, I'm testing version 1.0 for release. I finally finished re-building the mod off of the new CM Patch 1.50, and everything looks ready to go. I addressed all the issues noted in the thread, got release notes ready, and prepared a "classic icons" package for those who want the original-style icons. Just taking a couple days to review everything for quality. One last minute change: I decided to leave the Priestess of Doom with the purple skin. The green skin was starting to look more undead the more I looked at it, and it makes things easier with compatibility if I don't make a custom skin. I also made her a little shorter so she doesn't tower over the Dryad. If anyone wants to test the mod before release PM me and I'll send you a test version.
  18. Yes my friend this mod should still work perfectly. The way I designed this mod, there should never be any conflicts with the CM Patch.
  19. Wiki Power! I bet it wasn't easy to find this. I think game localizations for other languages are usually contracted out to sound studios in their respective countries. Which would make the list of all voice actors involved pretty obscure. Very cool to see the info.
  20. I'm with you on the closed, and never really "got" the mods, as I was all for hc or nothing...but, as you say, Sacred 2 has taken off her because of all the modding happening, and I'd never thought that this would be such an important part of our daily day. CM Patch and all the modders efforts here has, as a poster here once posted years and years ago, become "The new future of Sacred 2." I'm curious as to what a modder would "need" for a game to be created more mod friendly? gogo Yeah I get you. Mods can ruin a multiplayer game. If multiplayer is going to be a big part of Unbended (not sure?), then there will need to be a way to ensure they don't encroach on the MP experience. Honestly as a modder I don't know what I would request from developers, apart from the obvious awesomeness of releasing development toolsets and editors. Read about the editors and toolsets officially released for The Witcher series (Djinni and Redkit), Dragon Age (here), or Divinity Original Sin to get an idea what I mean. The list of games that have built-in support is bigger than you might imagine. Titan Quest continues to thrive and has cool mods being released (like recreating Diablo 2), despite being almost as old as Sacred 1, because it has built-in mod support and they released a toolset for it. Sacred 2 had no such tools released, but it is easy to mod in part because the scripts are in a simple text format that are easy to understand and edit. Likewise the textures and models are easy to access and edit. So basically they avoided using lots of encrypted files that people couldn't view or change. I'm sure they didn't do that for modders, maybe it was just easier for development. But it works out great for me! For adventurous players and even moderately skilled modders, PC games can be a real wonderland above and beyond what they are out-of-the-box if there is modding potential.
  21. Ok in preparation for translation there's something I need to ask of anyone who's interested in helping me make versions for other languages. I need a copy of global.res in your language (French, German, Polish, etc.). You MUST have the Community Patch 1.50 installed first. Global.res is located in your install folder, for example: Sacred 2 Gold/locale/<your localization> I'll post the English lines that need to be translated. Then once I receive the translations, I'll encode them back into the appropriate localization of global.res. PM me or post here if you can help.
  22. What seems to happen is that no one reports bugs for a long long time, then all of a sudden right around release time people start reporting a bunch of stuff. So each "final version" ends up being released but then they have a long list of new issues to look into.
  23. No. Nothing is deleted. Things are added. That's the point of the mod. There aren't less dual wield sets, there are more. The base game has no dual wield sets, so that is an example of a "gap" we wanted to fill.
  24. My concern is mainly for ease of fixing and patching after official support is abandoned - and it will be abandoned before people stop playing it. I see game after game after game transformed from "good except for the bugs" to "great if you make sure to install the fan patch." Even AAA titles have their fix patches. There's no RPG so polished and so well-made that players can't improve it. Maybe developers don't like to hear that, or they get protective of their creations, or they have restrictions placed on them, but nowadays you'd have to be crazy to actively prevent modding in your game. Unless you staunchly decide to make your game multiplayer-centered and online-only (like Diablo 3) there's just no excuse. And if you actively support modding, well then in we're all in for good times. Modding extends replay value and longetivity of the game, pure and simple. And that's not just a player perk. There's a reason the Elder Scrolls games pack in so much mod support for their titles: people buy it expecting all the great mod content that fans will make for it. CD Projekt Red gave us Djinnii for The Witcher 1 and bent over backwards to get the REDkit modding tool for The Witcher 2 released to players. Divinity Original Sin proudly released with a custom modding editor, and rightly so. So yeah, I think of it for every new game I want to play, and hope for the best.
  25. No. Please give me a few days while I update the next version of the mod. Version 1.0 will be built off of CM Patch 1.50 and will have all the improvements we've been discussing on the boards.
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