Popular Post Flix 5,116 Posted November 3, 2016 Author Popular Post Share Posted November 3, 2016 Thank you very much Flix, hope your mod will be played as it deserves it Just FYI the French translation is still unfinished so it is not included in Beta 7. I hope to release a French patch sometime soon for the mod. 2 Link to comment
Popular Post Flix 5,116 Posted November 26, 2016 Author Popular Post Share Posted November 26, 2016 I decided not to add the new Necromancer pic as it turns out it is directly taken from the new Diablo 3 expansion, which I'd like to avoid copying too much.Patch 1 for D2F Beta 7 is ready. I'll package it and release it this time tomorrow if there's no last minute bug reports. Here is the full changelog for the patch:Assassin: Dragon Flight - when mounted on the Mobiculum, uses better animations and no longer makes a tiger growl sound. Fists of Fire - is now able to hit flying enemies. Also changed the "roar" sfx to a more appropriate martial arts sound. Redesigned Assassin's base model to be more robust and menacing. Barbarian: Whirlwind - fixed incorrect animations when Dual Wielding or using Ranged Weapons. Fixed bugged animations for Bash, Whirlwind, and Concentrate when using Ranged Weapons while mounted on the Hellhound. Necromancer: Poison Dagger - now hits twice when Dual Wielding while mounted on the Shroud Spider.Paladin: Holy Fire - now gives its Fire Damage +% bonus. Vengeance - now hits twice while Dual Wielding (both on foot and while mounted on the Tiger). Fixed incorrect weapon animations while mounted. Fixed incorrect animations for Charge and Smite when mounted on the Tiger. These two animations were swapped. General: Revised most buff/spell casting fx so that they are the same on Special Mounts as when casting on foot (e.g, generic mount growls replaced with normal spell sfx). Weapon-based combat arts are unchanged. Fixed numerous minor typos and inconsistencies in combat art tooltips. Spellcasting on special mounts should feel a lot less generic now. I don't know why Ascaron decided to give the same 3 generic casting fx to each character when mounted. Now each spell and buff will make its signature sounds and have the full visual effects when cast. 3 Link to comment
Popular Post Bondbug 32 Posted November 27, 2016 Popular Post Share Posted November 27, 2016 (edited) Cancelled - I was two years late with my comment. LOL typical. I have your mod running now Flix and it is an incredible amount of work. I was never a Diablo fanatic, but, from what I remember of it, the chars show up, much better here. Edited November 27, 2016 by Bondbug 2 Link to comment
Flix 5,116 Posted November 27, 2016 Author Share Posted November 27, 2016 Cancelled - I was two years late with my comment. LOL typical. I have your mod running now Flix and it is an incredible amount of work. I was never a Diablo fanatic, but, from what I remember of it, the chars show up, much better here. I'm very pleased you got it running. The challenge can be quite steep at times so feel free to stay in Easy difficulty until you get your bearings. I have just released a patch for the mod that fixes several aspects of combat so be sure to grab it HERE and patch the mod. 1 Link to comment
Bezlonir 53 Posted November 28, 2016 Share Posted November 28, 2016 Currently playing a Paladin, and just used the character editor to tweak her to use magic staffs. She is now a beast almost at a BFG level. When she gets Thorns at 75, I think she's going to be a world wrecker. Also playing a Necromancer at 50 with Iron Maiden and Skeletons, will add mages back in at 75. It's good, too. I am planning on trying a Barbarian with a 2 handed lightsaber. 1 Link to comment
Flix 5,116 Posted November 28, 2016 Author Share Posted November 28, 2016 Currently playing a Paladin, and just used the character editor to tweak her to use magic staffs. She is now a beast almost at a BFG level. When she gets Thorns at 75, I think she's going to be a world wrecker. Also playing a Necromancer at 50 with Iron Maiden and Skeletons, will add mages back in at 75. It's good, too. I am planning on trying a Barbarian with a 2 handed lightsaber. Cool. Though, as of Beta 7, the Paladin should be already able to learn the Magic Staffs skill. Link to comment
Bezlonir 53 Posted November 29, 2016 Share Posted November 29, 2016 Yeah, they can learn it. I just took swords, and I didn't want to reroll. Link to comment
laharl9999 10 Posted November 29, 2016 Share Posted November 29, 2016 (edited) Sacred 2 is a really great hack and slash with this mod and still one of the most beautiful with hight settings.However it still has it's inherent flaws :- No random dungeon, no random affixes on monsters- Melee targeting really bad : how many times my character is near an ennemy and instead of attacking it directly he walks around him to adjust his position, in the same time the ennemy also moves which maks both characters takes time to find the correct position where they can fight each other.Can't this be adjusted by increasing just a bit the range of melee attacks ?It seems so weird and clunky.I can't believe nobody mentionned it ?Also now that I have a barbarian lv 200 (thanks Quest XP, otherwies it would have been such a time sink !), I can't fin anything more rewarding than farming Nameless guardians and Diablo (near teleport) in free world.Why would I spend time on any other monster?This makes endgame quite boring after a while = same monster in same position with nothing random exept the loot. Edited November 29, 2016 by laharl9999 Link to comment
Popular Post Flix 5,116 Posted November 29, 2016 Author Popular Post Share Posted November 29, 2016 - No random dungeon, no random affixes on monsters Nothing I can do about that, sorry. - Melee targeting really bad : how many times my character is near an ennemy and instead of attacking it directly he walks around him to adjust his position, in the same time the ennemy also moves which maks both characters takes time to find the correct position where they can fight each other.Can't this be adjusted by increasing just a bit the range of melee attacks ?It seems so weird and clunky.I can't believe nobody mentionned it ? I too have always noticed this since I first tried Sacred 2. I guess I can try increasing the fight distance parameter for these melee combat arts and see how they respond. Also now that I have a barbarian lv 200 (thanks Quest XP, otherwies it would have been such a time sink !), I can't fin anything more rewarding than farming Nameless guardians and Diablo (near teleport) in free world.Why would I spend time on any other monster?This makes endgame quite boring after a while = same monster in same position with nothing random exept the loot. Well you said it yourself, you chose a boring thing to do (farming the same enemy over and over) so it's no wonder you get bored. The game map is more full of monsters, quests, and good loot rewards than ever before. If none of that grabs your interest, then... ? 2 Link to comment
Bezlonir 53 Posted November 30, 2016 Share Posted November 30, 2016 So I just found out that Smite with a magic wand will teleport you to the enemy to do the move. I've hit stuff that was far enough away the screen stuck and had to reload. 1 Link to comment
Popular Post grinninglich 2 Posted December 6, 2016 Popular Post Share Posted December 6, 2016 Hi Flix, Can I share and host your mod on my site? About the site: http://www.grimdawn.com/forums/showthread.php?t=48081 2 Link to comment
Flix 5,116 Posted January 21, 2017 Author Share Posted January 21, 2017 I made some new icons for the character creation screen using more Diablo 2 art. Choose Light Path... ...Or Shadow Path Choose Easy or Normal Difficulty... ...And activate Hardcore and Expert Touch modes if you like. 1 Link to comment
Popular Post lordkondemor 3 Posted January 31, 2017 Popular Post Share Posted January 31, 2017 And this is how Diablo 3 should have been like! Awesome work, dud! I have but a question: does leveling up all those arts which only get regeneration time plus (like Curses or sumons) also improve them somehow apart from modification bonuses? As dark summoner I'm only rising Bone Spirit... 2 Link to comment
Flix 5,116 Posted January 31, 2017 Author Share Posted January 31, 2017 And this is how Diablo 3 should have been like! Awesome work, dud! I have but a question: does leveling up all those arts which only get regeneration time plus (like Curses or sumons) also improve them somehow apart from modification bonuses? As dark summoner I'm only rising Bone Spirit... Thanks a lot. Welcome to the forums. I'm not sure if you mean Combat Arts or Skills in your question. Leveling up summoning combat arts like Clay Golem directly increases the level of the golem. Summoned creatures' levels are linked to the level of the combat arts that summon them. If you mean the aspect skill like Dark Summons Focus, you can see on the Golem's page how that skill affects it. Focus skills improve regeneration time and let you level up a combat art higher without getting a penalty (with a penalty the combat art only partially levels up). Lore skills improve combat art casting speed, damage, and usually other stuff like armor and hitpoints. Probably the best thing would just be to look at the Necromancer page for any Combat Arts you're using and see what skills affect them. 1 Link to comment
lordkondemor 3 Posted January 31, 2017 Share Posted January 31, 2017 Already checked the wiki, but found no clue about this issue. I meant combat arts, and clay golem is indeed a good example. About summons is now clear: higher level, stronger fellow. What about curses? Let's please take the case of Confuse: As I read, increasing it's level will only increase it's regeneration time... and that does not look like a good idea for a confuser, does it? Link to comment
Popular Post Flix 5,116 Posted January 31, 2017 Author Popular Post Share Posted January 31, 2017 Already checked the wiki, but found no clue about this issue. I meant combat arts, and clay golem is indeed a good example. About summons is now clear: higher level, stronger fellow. What about curses? Let's please take the case of Confuse: As I read, increasing it's level will only increase it's regeneration time... and that does not look like a good idea for a confuser, does it? I'll try to think of something to put in the tooltip for summons that indicates their power increases per CA level. Literally everything about them scales with level: armor, damage, speed, attack and defense, attributes, etc. but I don't know the exact increments. For Confuse, you're right - it's currently flawed. The spell class is limited in such a way that I really only have three parameters to work with: duration, cooldown, and regeneration time. Stuff like range or "chance to confuse" just aren't part of the equation sadly. Spells can be made to have their cooldowns reduced as they level up. I'll try to work in that property as well as a duration increase as Confuse levels up. No other curses have this problem. They all improve in various ways as they level up: Lower Resist Increase Enemy Sensitivity: 15% + 0.5% per level Damage: 3-3 Poison Poison Damage over Time: 42 + 21 per level Duration: 9.95 s + 0.5 s per level Decrepify Debuff Enemy Stats: 19.8% + 0.2% per level Slow Enemy Speed: 80% + 2% per level Reduce Enemy Physical Armor: 50% + 2% per level Duration: 10.0s + 0.05s per level Attract Damage: 3-3 Fire Reduce Enemy Defense: 90 + 10 per level Other enemies will attack the cursed target. Duration: 13.95 s + 0.5 s per level Iron Maiden Damage: Physical 9-9 Chance to Reflect Close Combat: 35% + 1% per level. 2 Link to comment
lordkondemor 3 Posted February 1, 2017 Share Posted February 1, 2017 perfect answer! Didn't even like vanilla version but gotta love D2fallen, hope to see more coming 1 Link to comment
Popular Post Flix 5,116 Posted February 5, 2017 Author Popular Post Share Posted February 5, 2017 Here's a small quality-of-life change coming to the interface in the next patch. Enemy names will now fit better in the "Last Opponent" window without getting prematurely cut off. 3 Link to comment
Popular Post gogoblender 3,070 Posted February 5, 2017 Popular Post Share Posted February 5, 2017 Here's a small quality-of-life change coming to the interface in the next patch. Enemy names will now fit better in the "Last Opponent" window without getting prematurely cut off. You have no idea how much that used to annoy me when seeing them cut off... this is polish Flix, great work! gogo 2 Link to comment
Popular Post Unicorn7204 5 Posted February 8, 2017 Popular Post Share Posted February 8, 2017 Hello to the masters of Sacred I tried to install this Mod but I got a problem with it. My sacred 2 is installed in german and now I dont know how to change it in english without making a new instalation of sacred (from patch to patch.....) You know what I mean^^ -this is what I see when I start a new charakter.... -the old name from gods (Tesla, Lumen etc.) -the old charakter names ( Seraphim, Hochelfe etc.) -the old name for combat arts ( Konzentrierter Angriff, Blitz etc.) It makes no sense to play it like that..... Pity I can not try the mod. but it is a graet work perhaps someone tries a german translation......would be awsome, I think Greatings from Germany And thank you the warm welcome at Dark Matters 2 Link to comment
gomagon 11 Posted February 10, 2017 Share Posted February 10, 2017 I am sorry I am not good at English...There are English locale files in C:\xxxxx\Sacred2\MODS\Diablo 2 Fallen Beta 0.X\locale\en_UKCopy all files to C:\xxxxx\Sacred2\locale\en_DETry this! (do not forget to backup original locale files) 1 Link to comment
Flix 5,116 Posted February 10, 2017 Author Share Posted February 10, 2017 I am sorry I am not good at English... There are English locale files in C:\xxxxx\Sacred2\MODS\Diablo 2 Fallen Beta 0.X\locale\en_UK Copy all files to C:\xxxxx\Sacred2\locale\en_DE Try this! (do not forget to backup original locale files) He's right. Anyone who can read English but has a different language installed: you can copy the locale files from the mod into your language's locale directory. Just back up the original files first. Link to comment
laharl9999 10 Posted February 16, 2017 Share Posted February 16, 2017 Is there any way to have a 100% stun immunity ?It seems to be multiplicative instead of additive between gear and skills (aura).Against the Nameless guardians I keep being stun by the guards even if I have the berserker aura that grants stun resistance. Link to comment
Daniat 57 Posted February 16, 2017 Share Posted February 16, 2017 I think stun works the same way as spell intensity/resistance, but im not sure, if so that means in case you have +100% Spell Resistance then your base value is doubled, for example from 400 to 800, but if a boss enemy has higher spell intensity value than your spell resistance then you wont block the spell and it will deal more damage the higher the difference between the values. If I remember well I also was able to block the stun attack from Nameless with Chance to Block/Reflect: Combat Arts, cause the stamp its actually a CA, btw does Berserk really give stun resistance?, in the wiki the only who grants that effect is Natural Resistance 1 Link to comment
Flix 5,116 Posted February 16, 2017 Author Share Posted February 16, 2017 Yeah I think he means Natural Resistance. It's the buff of the "Berserk Combat" aspect. The problem is likely that the Temple Guardian mobs use Untouchable Force, which has a chance to stun. Even though the chance to stun is low and the damage pulses are only about once every 4 seconds, if you let yourself get surrounded by them, you will get stunned too often. My strategy is this: Destroy the teleporter pads that spawn the temple guardians. Destroy all the remaining temple guardians. Lastly, focus on the Nameless Guardians. 1 Link to comment
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