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Flix

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Everything posted by Flix

  1. Well, there is a penalty to attack speed without Hafted Weapons, but only if the axe is higher than your character level. You can tell if you're being penalized by checking the weapon's attack speed. If it's a negative number, the weapon is so high above your character level that you'd need the skill to avoid the penalty.
  2. Welcome, glad you're enjoying it! The map indeed has a lot to offer, it's cram-packed with details.
  3. I was never inclined to heap the blame on Keen Games anyway (or anyone really, such is my lack of enthusiasm for S3). But it does sound like everyone wants to pass the buck here. "It wasn't me, or my boss, it was my boss's boss's bosses that ruined your game." Well, great.
  4. Sorry for the long delay on this project. I don't think it will make it into the last CM Patch. The final 1.50 Patch is finished and going through testing now, so when the mounts are done you will probably have to get it through the Items Mod. This project is a real test of resolve and enthusiasm. It's a lot of work. Lazy Tomcat did a lot of work skinning the mounts but was never able to finish them. Silver Fox pushed himself to do almost all of the scripting for ALL the mounts, so they're mostly ready to go except for, again, skins for all the variants. Pesmontis created the Dragons and the still-unannounced Cyber-Tigers, and that was again a lot of work that required a break afterwards. If I can get the time, I'd like to start trying to skin the remaining mounts, but like my fellow modders, I always seem to end up working on something else in my free time to keep up the fun factor of modding. Short version: it's not abandoned, but it might be a little while before it's finished.
  5. Hello and welcome. Ok it sounds like you just have the Fallen Angel base game, without the expansion. So you're pretty limited as to how far you can patch the game. Most mods (including the Community Patch) are designed for the full game (Fallen Angel + Ice and Blood expansion).
  6. Hmm...it should be 15% Attack and Defense at level 1 (Ice and Blood w/ CM Patch). I wonder why it's boosted like that. Maybe it was higher in older versions. Does it feel overpowered to you as you play? I can tell you how to change it for yourself in spells.txt.
  7. Alright. I've seen the slow effect working with my own eyes, so that at least be fine (the other debuffs ought to work as well). I'll try changing the spellclass to something else and see if it allows it to cause damage then. If not, I may just take off the ice damage and come up with another modifier. The ice damage was just a late addition by me anyway.
  8. Well holy sh*t. They finally got it on GOG. This is great.
  9. Right, so really the main quest fails at even being a gatekeeper as well. I just wish they'd tried a little harder to make it compelling. Even if it was just brought up to the level of the Sacred 1 main quest. Well, I'm a fan of the spice myself...the hotter the better. Story-driven RPG's are my favorites, it's just a testament to how fantastic they made treadmill character building in Sacred 2 that I'm stuck on it and keep playing it year after year. The character chain quests go a long way in adding some of that spicy story flavor to the game, if you're so inclined. I think all but the Seraphim, Inquisitor, and Dragon Mage do.
  10. Tybosso D'Eflci is a character that appears in the class quests for a few characters. The part he plays differs depending on character, but he's always a rich and powerful elf who's not to be trusted. Otherwise the stories don't intersect much. Personally I think the class chain quests are the best quests in the game, because they flesh out your character. They actually tell an ongoing story that personally involves your character in a way that the main quest mostly fails to do. The main quest is primarily just "go to the next region/go kill the next boss" over and over again. I actually increased the run speed of the Gar'Colossus in my game, so that he's fast like other enemies (just for a fun challenge). If you think he's bad now, you should see him when he can rush you.
  11. Thanks Ysne. Now that most of the "big" chunks of information are on the Wiki, it is good to refine what's there and make sure all the finer details are filled in, accurate, and up to par. Looks great. One interesting thing I might add about the Lord Gemma NPC is that he's involved in 2 quests (Hungry Wolves is listed, but he's also part of Settling Debts). The other interesting thing (kind of a bug) is that the game spawns two separate Lord Gemma NPC's (1 for each quest).
  12. Yeah the moment I read about how the control scheme worked was the moment this game died utterly to me. This was the developers saying "we designed this for consoles, f*** you PC players."
  13. I have and always will love solo acoustic guitar music. There's something about the simplicity of a man (or woman) making music with just his guitar. No studio effects, no auto-tuning and endless multi-tracking with all the fake synthetic sounds of recording programs. Just clean pure music that still paints a full robust picture with just one instrument. These three guys are painting very different pictures but I love them all for this same reason.
  14. Here's a couple cosmetic changes I whipped up tonight. The summoned Temple Guardian and Minotaur got new skins. The Sentinel Construct now looks more like he's the freshly created product of T-Energy technology. The Labyrinthine Warlord lives up to his namesake now. He looks raging. EDIT: One more quick update tonight. I wanted a green-skinned blood dryad summon, so the Priestess of Doom now looks a little less demon-ish.
  15. Fixed. It was a relatively minor typo in the link name that needed to be corrected. Thanks.
  16. Hey Luthal thanks for the comments. I'll try to explain more about how and why I've set up the minions like they are: First off, I don't have very fine control over minion AI. First, there is a "behavior" line in the creatures.txt entry that I've adjusted based on other creatures and how I want the minions to behave. For example, the Mage's Familiar uses the "Hireling_mage_no_defense" behavior. There are also "Hireling_brave" and "Hireling_distance" behaviors I have for the other summons. However, I don't see a noticeable effect if I change these behaviors, but I have them set up just in case. Second, there is the "spelllClass" line in the spells.txt entry for the Combat Art. This seems to be the crucial line in determining minion AI. Unfortunately, there are basically only two choices here: I can borrow the AI from the Fire Daemon or from Nether Allegiance. If I use Nether Allegiance, then the summon will act like the skeleton warriors, charging directly into battle and attacking relentlessly with their weapon. This is a good behavior for the melee summons (Labyrinthine Warlord, Fusion Construct). I can confidently tell you that they attack reliably and efficiently. These summons score plenty of kills on their own. Importantly, however, they will not use any spells, ever. If I use the Fire Daemon, the minion tends to act flighty, dodging enemies and standing still a lot, but most importantly, they will almost exclusively use their Combat Arts, and avoid melee attacks except when all Combat Arts are on cooldown and an enemy is very close by. In other words, there is only one choice for me if I want to make a minion that uses spells: use the Fire Daemon AI, which will not work very well for a minion I want to bravely attack with its weapon. There is a way around this limitation: if I give the minion a variety of melee Combat Arts, that will provide a way for the minion to use their weapon in combat. For example, I gave the Sublime Guardian (Seraphim summon) the Fire Daemon AI, but because I gave her the entire Exalted Warrior aspect, she's still able to kill enemies with her weapon. However, she doesn't attack very often with her normal "left-click" attacks, instead prefering to use Soul Hammer, Pelting Strikes and Assailing Somersault. So it's a trade-off, powerful attacks less often instead of weaker attacks more often (like the summons that use the Nether Allegiance AI). There is a third spellcontroltype I used for the Harbinger of Death, and that is the Sakkara demon's AI. I needed it to make the summon turn against the Inquisitor after a time period. However, like Nether Allegiance, it does not allow the summon to use combat arts. I don't really want to use this AI for other summons anyway because I don't want the player always fighting their minions. So, I can't teach the Harbinger of Death some spells, because I would have to sacrifice the "minion that turns against you" aspect of the CA. I could try giving the Fusion Construct the Devout Guardian aspect, if players feel that his melee attacks are inefficient and/or boring, but I don't personally think that's the case. Also, I think his attacks will be somewhat more consistent and reliable if he keeps his current AI. Same goes for the Labyrinthine Warlord - I could probably scrounge up some melee Combat Arts for him to use, but I think I prefer the direct, fast melee approach he has now. ======================================================= I hope that clarifies things about the minion AI. Now, on to balance: It's true that the Draconic Ally and the Protectors more powerful than the Harbinger of Death and the Labyrinthine Warlord, however those Dragon Mage summons are buffs, and carry a stiff regeneration penalty. On the other hand, the Inquisitor's and Shadow Warrior's summons are "free," being only temporary buffs. So it follows that they're not as powerful. Also, this isn't intended, but right now the killing power of the Draconic Ally is very low. If players think that 3 Protectors is too many I'd probably choose to have 2 by default and change the extra summon modification to something different. The Dragon Mage may seem to have gotten too much power, however, in my opinion my boosts were appropriate because many of his spells were pathetically underpowered and nearly broken. The Dragon Magic aspect in particular was in really bad shape. A single-aspect DM focusing only on Dragon Magic was not feasible through Niobium. So in balancing, I'm looking at the character as a whole compared to other characters. The Dragon Mage as a whole should be on par with the other characters. My idea for the Dragon Berserk is to limit the duration in some way, so that the form cannot be sustained indefinitely, but can only be used in select situations, in short bursts. My experience playing the Dragon Berserk under the CM Patch 1.40 was that it was god-like in early levels and worthless by the time I reached higher levels. If I can't make the power evenly scale across the game, then I'll work on the duration in some way. What you should understand about the High Elf's new Mage's Familiar is that it's not adding a large amount of things to Grand Invigoration. Basically all that is added is a summon that occasionally casts two lightning spells (randomly according to its own preference, you don't control it). Dragon's Wrath is a CA I adapted from Llama's Mod. He can be thanked for the initial idea. Although I changed many things about it, I stayed true to the original idea of having it add fire/magic weapon damage with a modification that adds ice. I'm not changing Elemental Strike. The whole concept was to be able to have a fire/ice mix on a hybrid-damage weapon attack. So I won't sacrifice the core of the spell. Luckily you can of course make the changes you suggest, by making some edits to spells.txt yourself. ======================================================= well done, great choice, but how could you do that? I tried to edit the skills but I couldnt find them in the txts The aspect lore for a Combat Art is determined in the Combat Arts entry in spells.txt. For example, all Combat Arts in the Capricious Hunter aspect have the line: lore_skill_name = "skill_tactics_lore", . I found that it's important to keep the lore skill consistent for every CA in an aspect, otherwise the way modification points are awarded gets screwed up. For example, the original Dragon's Wrath in Llama's Mod had Tactics Lore assigned as the lore skill, which messed things up for the other Combat Arts, which no longer gained mod points from Dragon Magic Lore. So, the new Venomous Entrapment skill gains power from Tactics Lore just like the rest of the Capricious Hunter Combat Arts. If you want to edit the skills themselves then I think they appear in blueprint.txt. I don't have much experience working with them because I haven't tried to mod skills before. ======================================================= I edit global.res with an internal tool developed by and for the CM Patch team. It's not currently public, and there's not much I can do about that. Anyway, thanks for the suggestions, I hope you'll try out the mod at some point and give some feedback based on the gameplay.
  17. Well I guess they were flagged as spam or something because my comments seem to be invisible unless I'm logged into the account that made them. Oh well, I tried... I'll see what else I can think of.
  18. Hello, enjoy your stay here!
  19. Sacred 2 Enhanced Edition View File Sacred 2 Enhanced Edition by Flix Sacred 2 Enhanced Edition (S2EE) is the continuation of my work on older mods such as Enhanced Spells and the Community Patch, of which S2EE is meant to be the successor. S2EE contains hundreds of bugfixes, as well as numerous gameplay enhancements such as redesigned balance, quality-of-life improvements, and cosmetic changes. Enemies are more challenging, quests are more rewarding, and items are more varied, unique, and useful. This mod also features AI-Upscaled Textures that will work if the Elite Textures are installed. These all-new HD textures will be used for the DLC and expansion content which never received any official elite textures. S2EE is designed for the player to install the CORE module, then they may install some optional add-on modules. See the "Sacred 2 EE Manual.pdf" for full list of modules and features. Currently supported languages: CORE module: English, French, German, Italian, Polish, Russian, Spanish, Hungarian. Alternate Spells: English, French, German, Italian, Polish, Russian, Spanish. Optional Modules: Alternate Spells - Swap out several vanilla combat arts with new custom ones. Challenge Mode - Significantly increased difficulty. SuperSpawn - Increases enemy spawn count by 2-3x. Enhanced Music - A game-wide expansion pack for all regional background music. Portrait Overhaul - Revamps all the NPC and enemy icons with new artistic portraits with more character and personality. Free-For-All Quests - Makes all quests available in all game modes, and allows all bosses to respawn each game session. Classic Icons - Restores the aspect background and combat art icons to vanilla. Classic Icons for Alt. Spells - Change the aspect background and combat art icons to the "classic" style. ================================================= Installation: If upgrading from vanilla or EE 3.0 and below: I HIGHLY advise NEW CHARACTERS or you may have broken spells & quests, re-rolled bonuses on gear, or other odd behavior. Download the Generic Mod Enabler (GME) and install it to your Sacred 2 root folder. Mod Enabler is available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml For Steam the root folder is C:\Program Files (x86)\Steam\steamapps\common\Sacred 2 Gold For GOG or disk version, the root folder is wherever you installed the game, for example C:\Sacred 2 Gold After running the GME once, it will make a folder called "MODS" there. Extract/copy/move the contents of the compressed zip file into the "MODS" folder. There should be 9 folders (the Docs folder need not be placed in the MODS folder). S2EE contains one CORE module and eight optional add-on modules. You must install "Sacred 2 CORE EE 3.2 - Required" at the very least. Run the GME and enable the CORE module. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish. - Optional - add-on modules should be installed afterward. Do not install any of the add-on modules without the CORE module installed first. Overwrite warnings are to be expected when you install the optional modules. ================================================== Compatibility: This mod requires Sacred 2 + Ice & Blood expansion with the latest patch (2.65.02) installed (or simply Sacred 2 Gold). This mod additionally requires that Community Patch 1.60 be installed. No previous versions or components of the old Enhanced Edition should be installed. No mods that alter scripts will be compatible with S2EE. This includes: Diablo 2 Fallen, Boss Arena, Age of Heroes, Survival Mod, Llama's Mod, Wardust's Mods, Dimitrius's Patch Addendum Mods that are known to be compatible: Music Mods, Interface Mods, Main Menu Mods, Reduced Fog, Elite Textures (either official or the unofficial "trimmed" version), and simple texture mods like Eye mod or Grass mod. ================================================= Development (Enhanced Spells module): For detailed list of changes to combat arts (and Alternate Spells) , and for pictures and videos, and development info, visit this thread: ================================================= Known Issues: Not all properties of a Combat Art update dynamically in the CA tooltip text. This is a pre-existing issue in the vanilla game as well. However rest assured that all properties of Combat Arts should be clearly described in the CA description text and will appear (if applicable) in the Sigma bonus overview and/or character overview. Dragon's Wrath cannot go into a combo. No known solution. If you find bugs, exploits, or other issues, don't forget to let me know so I can address them. ================================================= Credits: Flix - Main author, scripts, game texts, textures, sounds, icons. Dimitrius154 - programming, scripting, advice, asset importing. Pesmontis - new model importing, text encoding tools. desm - French translation. Shadowflare85 - German translation. KrystianCzach243r - Polish translation. Nikoleagle and LordKomar - Russian translation. Deivix - Spanish translation. Pokolfajzat - Hungarian translation. Loromir - Italian translation. Lindor - reworked Ancient Bark FX. Ysendra - new Daemon textures. SX255 - new Deathly Spears icon. Luthal - helped work out how to handle summoned minions. Caledor - ideas on adjusting balance, skill effects, and the interface. Charon117 - tools for cleaning & optimizing scripts. Everyone who played the mod and posted feedback. Gogoblender and Schot - hosting this mod on DarkMatters. Llama - making his CM Patch Mod and showing me the way into modding Sacred 2 spells. Submitter Flix Submitted 08/09/2014 Category Community Patch  
  20. OK I just uploaded a beta version of the mod to the Downloads section. Once it's approved (probably while I'm asleep), you should be able to get your hands on it. I'm designating it as a beta release because I haven't had anyone test it yet (other than myself) and there's still some issues to be worked out (they are listed in the readme so you can be aware of them). If you have any other issues with the mod (balancing, bugs, etc.), don't forget to report them here so I can address them. One of my ongoing fears is that I've simply packaged something incorrectly so I'd also appreciate comments if it all seems to working right as well.
  21. Version 3.2a

    13,622 downloads

    Sacred 2 Enhanced Edition by Flix Sacred 2 Enhanced Edition (S2EE) is the continuation of my work on older mods such as Enhanced Spells and the Community Patch, of which S2EE is meant to be the successor. S2EE contains hundreds of bugfixes, as well as numerous gameplay enhancements such as redesigned balance, quality-of-life improvements, and cosmetic changes. Enemies are more challenging, quests are more rewarding, and items are more varied, unique, and useful. This mod also features AI-Upscaled Textures that will work if the Elite Textures are installed. These all-new HD textures will be used for the DLC and expansion content which never received any official elite textures. S2EE is designed for the player to install the CORE module, then they may install some optional add-on modules. See the "Sacred 2 EE Manual.pdf" for full list of modules and features. Currently supported languages: CORE module: English, French, German, Italian, Polish, Russian, Spanish, Hungarian. Alternate Spells: English, French, German, Italian, Polish, Russian, Spanish. Optional Modules: Alternate Spells - Swap out several vanilla combat arts with new custom ones. Challenge Mode - Significantly increased difficulty. SuperSpawn - Increases enemy spawn count by 2-3x. Enhanced Music - A game-wide expansion pack for all regional background music. Portrait Overhaul - Revamps all the NPC and enemy icons with new artistic portraits with more character and personality. Free-For-All Quests - Makes all quests available in all game modes, and allows all bosses to respawn each game session. Classic Icons - Restores the aspect background and combat art icons to vanilla. Classic Icons for Alt. Spells - Change the aspect background and combat art icons to the "classic" style. ================================================= Installation: If upgrading from vanilla or EE 3.0 and below: I HIGHLY advise NEW CHARACTERS or you may have broken spells & quests, re-rolled bonuses on gear, or other odd behavior. Download the Generic Mod Enabler (GME) and install it to your Sacred 2 root folder. Mod Enabler is available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml For Steam the root folder is C:\Program Files (x86)\Steam\steamapps\common\Sacred 2 Gold For GOG or disk version, the root folder is wherever you installed the game, for example C:\Sacred 2 Gold After running the GME once, it will make a folder called "MODS" there. Extract/copy/move the contents of the compressed zip file into the "MODS" folder. There should be 9 folders (the Docs folder need not be placed in the MODS folder). S2EE contains one CORE module and eight optional add-on modules. You must install "Sacred 2 CORE EE 3.2 - Required" at the very least. Run the GME and enable the CORE module. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish. - Optional - add-on modules should be installed afterward. Do not install any of the add-on modules without the CORE module installed first. Overwrite warnings are to be expected when you install the optional modules. ================================================== Compatibility: This mod requires Sacred 2 + Ice & Blood expansion with the latest patch (2.65.02) installed (or simply Sacred 2 Gold). This mod additionally requires that Community Patch 1.60 be installed. No previous versions or components of the old Enhanced Edition should be installed. No mods that alter scripts will be compatible with S2EE. This includes: Diablo 2 Fallen, Boss Arena, Age of Heroes, Survival Mod, Llama's Mod, Wardust's Mods, Dimitrius's Patch Addendum Mods that are known to be compatible: Music Mods, Interface Mods, Main Menu Mods, Reduced Fog, Elite Textures (either official or the unofficial "trimmed" version), and simple texture mods like Eye mod or Grass mod. ================================================= Development (Enhanced Spells module): For detailed list of changes to combat arts (and Alternate Spells) , and for pictures and videos, and development info, visit this thread: ================================================= Known Issues: Not all properties of a Combat Art update dynamically in the CA tooltip text. This is a pre-existing issue in the vanilla game as well. However rest assured that all properties of Combat Arts should be clearly described in the CA description text and will appear (if applicable) in the Sigma bonus overview and/or character overview. Dragon's Wrath cannot go into a combo. No known solution. If you find bugs, exploits, or other issues, don't forget to let me know so I can address them. ================================================= Credits: Flix - Main author, scripts, game texts, textures, sounds, icons. Dimitrius154 - programming, scripting, advice, asset importing. Pesmontis - new model importing, text encoding tools. desm - French translation. Shadowflare85 - German translation. KrystianCzach243r - Polish translation. Nikoleagle and LordKomar - Russian translation. Deivix - Spanish translation. Pokolfajzat - Hungarian translation. Loromir - Italian translation. Lindor - reworked Ancient Bark FX. Ysendra - new Daemon textures. SX255 - new Deathly Spears icon. Luthal - helped work out how to handle summoned minions. Caledor - ideas on adjusting balance, skill effects, and the interface. Charon117 - tools for cleaning & optimizing scripts. Everyone who played the mod and posted feedback. Gogoblender and Schot - hosting this mod on DarkMatters. Llama - making his CM Patch Mod and showing me the way into modding Sacred 2 spells.
  22. I don't know if it's a breach of etiquette, but I've been visiting all the high profile Sacred 3 reviews on youtube and posting about Unbended to try to raise awareness and get people visiting the Unbended site and DarkMatters. I think a few more voices chiming in with "yeah Unbended sounds cool" wherever you can think of (youtube, other gaming sites, etc.) might help out some.
  23. Ehhh....I kind of hate to be the one to say this but the Seraphim from Sacred is a direct rip-off of the female angels from the Spawn comics of the 90's-00's. They had the same character design with the tall, athletic scantily clad body with warrior armor with metal wings, the same black mask and white eyes, the same general story and theme (Angela and Tiffany were basically battle angels whose job it was to fight hellspawn). There's just not any way to deny it. I'm kind of surprised there wasn't a lawsuit or something. These are two of the angels from Spawn:
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