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[Dev] Diablo 2 Fallen mod for Sacred 2


Flix

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Flix if you need help I can help truly with balance I m very good on math and feeling of the game just dont know how too find date and implement just this and meaybe most important haha 

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  • 2 months later...

Hello everyone. I feel like I've done everything in order but I can't seem to get the modded classes to show up, is that a known issue? At the character creation screen there are all the standard sacred 2 classes with new graphic models but skills etc. are the same. Thanks for your help =)

Problem propably solved: My game is in german, going to try and change that somehow.

Edited by Infernal
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  • 3 weeks later...

New Quests Incoming for Version 15:

Black Mushroom

Recreated chain quest from Diablo 1.  This quest begins after completing "Tainted Water Supply" for Pepin outside Wargfels.  Talk to Adria the Witch, now nearby the healer's hut.

OwJxyts.jpg   0Tu7eKM.jpg

This quest will send you into Nagash's Nest, the nearby swampy area, a couple times. First track down the mushroom, then talk to Pepin to continue the plot threads from Tainted Water Supply where he looks for a cure for the poisonous demons.

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You'll be up against more Tainted demons.  In the end you'll end up with a Spectral Elixir (grants 3 Attribute points on reload).

 

Anvil of Fury

Another D1 recreated quest.  I transformed the Larzuk model into Griswold (the living) and transplanted him to Za'Zuruik.  The blacksmith asks you to hunt down a legendary artifact in the mines.

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Travel to the very lowest level of the mines, where you will find the Hellforge, but it is not empty. You'll have to battle Hephasto the Armorer for possession of the Anvil.

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For your troubles Griswold will grant you an Ethereal Shortsword, as well as offering his services to you as a Blacksmith vendor.

Hephasto himself uses a new model imported by Dmitriy.  This design replaces the old one which was just an Undead Ogre.  Hephasto is now boss-class and has some powerful fire related special attacks.  Do not underestimate him!

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Halls of the Blind

In the peaceful town of Urthak's Moxie, there is an abandoned house on the far northeast side.  Inside, everything is disheveled, with overturned furniture and books scattered on the floor. What happened here?  One of books contains a cryptic rhyme...

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You only need ask the local storyteller for more info.

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Deckard Cain has been transplanted from his spot in Sloeford to the fountain in Urthak's Moxie town square.  He will give more clues to track down the Halls of the Blind.

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I will leave it a surprise as to what you will find inside.  Suffice to say there's nothing quite like it in the rest of the game, but once you overcome it you will be richly rewarded with a Legendary amulet.

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I should also mention that all three quests will be fully voiced in English.

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Man that got me exited.I don't have much time as I started working with my brother in web dev and we are pact with work.I usually work over weekends but we busy catching up to work and I will have some time to play sacred again.What I do is I play weird combo's.For instance I am playing a staff caster amazon.It's pretty fun.My only true character I have are my barb and assassin.

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48 minutes ago, klariska said:

What I do is I play weird combo's.For instance I am playing a staff caster amazon.

Staff caster Amazon might be my favorite build in the whole mod!  :thumbsup:

I've barely scratched the surface of presenting the new changes.  This will be the biggest update in long time.

============

Here's a few more general changes incoming:

  - All Multiplayer buttons and menus removed in CM Patch have been restored. This should hopefully make it easier to use D2F with some of the cool new multiplayer solutions that people are coming up with.  Please only connect to servers that you trust.

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 - All PhysX particles removed in CM Patch 1.60 have been restored and optimized to prevent crashing.  Some people were disappointed to lose the leaves that swirled in the wind.  These particles are back but in a reasonable number now. I did not notice any stability problems.


 - AI Upscaling has been applied to several low resolution textures, in order to create Elite textures for Ice & Blood, CM Patch, and D2F content.  This is a great improvement for a lot of the Sacred 1 monsters and NPC's that were imported in.


 - Replaced 3 of the loading screen artworks. Adjusted all to look better in modern widescreen resolutions.  The vanilla files were in 4:3 resolutions, but since no monitors use that anymore it resulted in the image being stretched.  I've improved the dimensions and put three new ones that fit the aesthetic better.

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I may die of a heart attack with excitement before the release of the new version 😁.Can't wait.It will scratch my hack&slash itch.I am busy with a fun d1 mod as well at the moment.What I like about this mod is the sacred world.It's not just a copy of d1 or d2.It's refreshing compared to the dark lore of diablo.

Don't get me wrong I love diablo but sacred has this small charm to it that I like.Vibrant colours(I have a graphics mod on I found on another website)I mainly got the mod for being able to have a third person view.It's a little hard cause of all the hills in sacred(I have never seen a game with that many hills xD).

People Complain a lot about sacred but I have played sacred one and still play it and I love sacred 2.I can remember how I tried to run it on my 3ghz p4 with a think it was a gt 5700 and it ran horribly.Even now it's taxing but it's only cause of the way they compressed the game files but for a game that old it looked amazing.I still have to get a summoner tho last time I tried a summoner boss half way through the game gave me a new a hole :D Guess I try again when I have time

Edited by klariska
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  • 3 weeks later...

Hi, nice work

But some things not working (at least not as it said at wiki) 

I tested enchant build HE

Wiki says fire lore or AM should scale it - it doesn't 

Tactics lore does scale the dmg u get from it

I checked not only numbers in char info frame but also real dmg by giving 50+ point of either stat. Attack buff at level 20 enchant and level 34 HE seems a bit low to compensate no wep lore. Tested on general terus - need more then 100 sword lore on top of level 20 enchant to start doing dmg to general(level 35). Otherwise he and his minions will be untouchable. After death stat shows 73% chance to hit. But I can't hit him at all without tweak. 

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is it intended for Damage Lore not giving Chance for open wounds?
I red in that forum you had tried to buff phys based builds new jewel for ex, but without chance for wounds many phys wands have no access to it at all and 1 skill become irrelevant 

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Hello. I love the mod, but I have to report a bug for a barbarian skill - IRON SKILL.

According to sacred wiki and ingame tooltip, this skill provides: Base Defense Rating: 20 + 25 per level

I also choose the modification: Tough - Further increases the Barbarian's base defense rating by 100 + 75 per level.

I have It at level 8, so It should be [(20+100)+(25+75)*8] = 920

Yet, the result is that I have only +290 defense by activating this buff.

 

 

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  • 4 weeks later...

I've just uploaded a hotfix for an issue introduced back when v15 came out last year, where the yellow item bonus "Opponent's Armor -X%" would no longer spawn. This affected 18 uniques and 1 set bonus. This fix is immediate and retroactive, and can be installed mid-game with no side effects.

You can find the link on the download page here, on the Nexus, and right here:

https://drive.google.com/file/d/1z0ptCD7gB5ouKE2ZlDNRhdpUxbwzJvSg/view?usp=sharing

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  • 4 months later...

For some reason on windows 11 cant stay on "stereo" audio, it resets to "windows settings", I tried make config file read only and speakers = 1, but still no go. Wonder if anyone was successful making it work on 11, maybe theres a setting in the system thats taking control of device.

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You sniped out the problem,  appreciated. Also the fonts are inside graphics26.zip, maybe update the front page until recompile.

I used this mod back in 2014 cant wait to revisit it.

 

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Hi, guys and Flix in particular.
I just completed a run with v15c and I wanted to express my gratitude for a very enjoyable experience and all the effort made over a long period of time to make this mod. A thank You to everyone involved. I have a couple more runs planned already.

In case it's still can be useful here is the list of bugs I encountered:
1. Adding to kuelho's post above - all the sound settings are reset upon launching the game (volume included). The culprit is the "sound" section in the provided optionsDefault.txt file.
2. The new fonts are not used by default. They are in graphics26.zip and either needed to be manually installed or some editing is required.
3. A few enemy spells inflict a disproportionate damage compared to a typical enemy attack. Worst offender - "skeleton_chainlightning" used by Lithos (floating crystals), Elite Whisp, summoned Upgraded Skeletal Mage and Enemy_warrior_brave_ex. I can provide a savefile on Silver run, made in a cave in Crystal Plane where elite versions of Lithos inflict about 10 times more damage than a typical enemy skill at that point. There are 3 of them right at the entrance and if all attack and at least one crits they kill the player character outright.
4. Some enemies can occasionally start to permanently move (or rather slide) at a high constant speed in a random direction. Sometimes happens with quest-related enemies too causing them to quickly move out of reach.
> Edit: After 20+ hours I didn't see this happen on my Barbarian run. So this must be related to Amazon's Multiple Shot combat art and Throwback modification specifically. It gives a knock back chance and with arrows from bows often flying back and forth from Multiple Shot it's the likely cause of the bug.
5. This might be by design but companion NPC Agent Aurora from "The Medallion of Wrath" quest is very squishy and draws a lot of attention. To keep the NPC alive you basically need to clear out all enemies on your way to the destination.
I've encountered none of these issues after 3 complete runs with Enhanced Edition v3.
Thanks again for the great mod.

(A late) Edit: added to 4th one a bit more after starting another run.

Edited by LoneNightRaven
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  • 2 weeks later...

A few more bugs I encountered in the current run (Barbarian, light path, normal difficulty) with Fallen v15c and a couple minor custom mods (no idle mount sounds and some balance changes):

1. Completing Blind Guardian quest leaves a permanent quest marker without any quest info attached to it - it persists on save reload and game restart. It happens for the 5th time for me (3 times in Enhanced Edition and for the 2nd time in Fallen) and I believe it goes away with the completion of The Undead Legion quest chain.
Blind Guardian Bug.jpg

2. The Wrong Path quest (taken from inquisition at temple in Thylysium) has an incorrect quest marker which points to the wrong location - in the quest log it points to the prison, on the world map it's kind of random and only upon travelling to Sloeford it points to the correct NPC.
Wrong Path Bug.jpg

3. Lucreti's Stars helmet and Tinwora's Curse mace have issues with their models. No other mods installed. Not affected by graphics settings. The mace looks the same in the latest Enhanced Edition mod as well.
Item Bugs.jpg

4. Barbarian's Iron Skin combat art - its Tough modification says it gives way more Defense than in actually does.

Edited by LoneNightRaven
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  • 1 year later...

2023 was actually a very busy year for D2F development, although I wasn't posting anything since the release of v15c in the spring. All through the summer and autumn, I worked on integrating code changes from Addendum courtesy Dimitriy. This was not a simple copy-paste but a reworking of several key code changes to suit the vision of D2F. Several other content additions are also featured. Then I hit a standstill about one year ago when we lost touch and development on D2F stopped.

However, a LOT of work was completed, so I'm sharing the latest TEST release of Diablo 2 Fallen v16:

https://drive.google.com/file/d/1-qUvt-v3P8W9DHz5Q8cJcuTYgiEahjqy/view?usp=sharing

 

The change log is massive:

Spoiler

Gameplay:

  • Characters created in singleplayer mode can no longer enter multiplayer and vice-versa.
  • The portal on the Island of Many Roads is now unlocked automatically in singpleplayer.
  • One of the primary functions used in attack vs. defense / spell intensity vs. spell resistance / damage vs. armor calculations has been fixed.
  • Occurrences where, upon changing locations via doors or secondary teleports, various objects and NPC states at the new location were not updated in a timely manner, should no longer manifest.
  • Characters can now possess a single mount (either a horse or a special mount) at a given time. Any type of mount can be sold to any mount vendor. Purchasing mounts remains the same.
  • Characters now auto-ride their mounts upon game loading.
  • It is now possible to traverse dungeon levels and enter/exit dungeons without dismounting.
  • New characters now have the lore-appropriate deity pre-selected by default (atmospheric change, can still be selected freely).
  • Activated portals and mini-portals no longer have their names constantly displayed on the worldmap. The name and description text can still be viewed with mouse hover.
  • Several nameless gameworld locations have received names.
  • A certain rare day-night transition CTD is fixed.
  • Some minor terminology changes: Damage "Sensitivity" is now called "Vulnerability". Enemy type "Wild Animals" are now known as "Beasts". "Chance to hit multiple opponents" is now "Chance for Area Damage".
  • The experience penalty for characters above level 100 is removed.

 
Enemy and NPC:

  • Forest Guardian boss now has a new "Ancient Bark" buff.
  • A lot of unused town NPC dialogue has been restored.
  • Player can no longer accidentally click on the corpses in the Butcher's lair.
  • Fixed the missing names of superuniques in the French translation.

 
Animations:

  • Animation blending times are now smoothermore similar to the vanilla game.
  • Player mounting/dismounting animations and teleport animations have been restored.
  • The Necromancer's model and armors have been changed from vertex-animated to skeleton-animated.
  • The Assassin has new animations for 2h Energy Weapons and Polearms.
  • There are now separate animations for throwing potions/stars/stones and throwing daggers/axes.
  • Animations for 2h lightsabers have been improved and are no longer just clones of 2h sword animations.
  • Some armor pieces that didn"t have "lying on the ground" animations now have them.
  • Some projectiles should no longer demonstrate strange physics quirks (ricochet off some surfaces, "falling leaf" behavior).
  • Throwing Potions now have an explosion impact VFX.

 
Quests:

  • Attribute and skill point rewards, if present, are now displayed in both the quest giver dialog and the quest log.
  • Quest difficulty level is now displayed for main quests and class quests.
  • Class-specific quest rewards have been reworked (see full list in separate document). The final chain quest reward for each character is now a legendary helmet and legendary class-specific weapon/shield. These legendaries will not drop outside of the quests. The former rewards will now drop normally as uniques/legendaries.
  • "Children and Demons": Fixed an exploit to sneak around the trigger area at the beginning of the quest in Sloeford to kill the (non-hostile) Dark Seraphim twice for extra drops and XP.
  • "Differing Opinions": Attackers are now equipped with weapons.
  • "The Earth Lord": Reward changed from Wol sigil to a Perfect Topaz.
  • "Entry Conditions": Final reward for defeating the Ice Phoenix changed from Heridon's Jade Saber to Glacial Defender.
  • "Northland Expedition": Final reward for defeating Haenir changed from Braggi's Law to Kal'dur's Legacy.
  • "Prison of Ice": Anya now gives a random drop instead of Glacial Defender as a reward. Malah now gives a Nik sigil in addition to the Flawless Sapphire.

 
Items General:

  • Trader item stock will now refresh twice as quickly.
  • Potion drop rate has been reduced, however vendors will now sell all types of potions.
  • Healing potion anti-spamming cooldown now actually works. Cooldown is 7 seconds.
  • Potions and Alchemy Charms now have standardized base durations across all difficulties: Light Potions-30 seconds, Normal Potions/Charms-45 seconds, Strong Potions-60 seconds.
  • Charms of Energy will now drop from Energy-type creatures instead of Mechanical creatures.
  • Rings, amulets, other forgeables are now affected by item auto-collect quality filter settings in the "Gameplay" menu.
  • Set jewelry forged into sockets now counts toward the set bonus, just as if it were equipped.
  • All unique, set, and legendary items now have standardized minimum drop levels. Tier 13 will now begin dropping at level 25, Tier 14 at level 50, and Tier 15 (legendary) will only drop at level 75 or above.
  • All unique, set, and legendary items now have a level jump of "1", meaning they can drop at any level, after their minimum level.
  • Several minor inconsistencies with the weighted item drop chances have been corrected.
  • Item stack limit is increased to 250.
  • Selling stacked items below value (directly from the inventory) no longer ignores the amount of items in a stack.
  • Any (non-stackable) items can now be transferred between the player inventory and the stash via SHIFT+LMB.
  • The player can now sell items below value directly from the stash via CTRL+LMB. Stackable items, Rares, Uniques and Legendaries require an extra confirmation to avoid misclicks.
  • Items possessing CA FX-based visual effect should no longer produce annoying loud sounds upon being equipped, save game loading, or upon current location change via teleportation.
  • Ice weapon enchantment shader adjusted so it doesn't coat the weapon; only a frost aura is emitted.
  • Ethereal Weapons have a new visual design.
  • A new item type is introduced: "Mount Wards", special amulet-like items whose bonuses only take effect while riding a mount.
  • A new gemstone type is introduced: Topaz, which grants physical resistance. Drops in all 5 tiers like other gems.
  • A new Hafted Weapon class is introduced: Flails. Classification bonuses include a new "Chance to Disarm" modifier. These weapons may drop in normal/magic/rare tiers as Flail, Lash, or Scourge. There is also a new unique, "Stormlash" and a legendary, "Heart of the Oak."
  • A legendary wand is introduced: "Sander's Superstition."
  • A unique throwing stone is introduced: "The Cranium Basher."
  • Two Polearms are now elevated to Legendary status: Reaper's Scythe and Tannr Gorerod.

Item Modifiers:

  • Appropriate offensive item modifiers now have a chance (35% for single target spells, 15% for Area of Effect spells, 0% for buffs) to apply to spell-based attacks (see full list in separate document).
  • Skill-unlockable bonuses are now hidden in the item's tooltip and the character bonus list, unless the character has the required skill/mastery to unlock them. Such locked bonuses can still be viewed in the item's tooltip by holding the ALT key.
  • All (non-mastery) skill-unlockable bonuses may now spawn on items from level 1 and on any tier (normal/magic/rare). The mastery-unlockable bonuses will now spawn beginning at level 70, and will also spawn on any tier.
  • Unlockable Magic Staff bonuses now appear as basic-tier classification bonuses that all staves and wands have, rather than being mixed in with the magic and rare-tier bonus lists.
  • The bonuses on all normal/magic/rare weapons have been reviewed to make sure class, skill, and combat art-specific bonuses will appear only in appropriate places. More bonuses have been added to many rare-tier bonus lists.
  • Some rare weapons would roll an extra bonus for a character class who couldn"t use the weaponthese bonuses have been changed to a silver socket instead.
  • Fistweapons now have a unique set of bonus lists instead of just copying 2h swords.
  • Blowguns now have a unique set of bonus lists instead of just copying Longbows.
  • Energy Pistols now have a unique set of bonus lists instead of just copying Energy Weapons.
  • All Amazon Trophies now give a damage % bonus against the trophy's specific enemy type.
  • All gems in the relic holder now have their modifiers active at all timesno need to rotate through them.
  • Bonuses for all Gems and Sigils have been reworked. Now any of the 6 General Skills may appear on chipped or flawed gems. Rare-tier gems will additionally have a specific bonus, based on the type of gem. Flawless and Perfect gems will additionally have Damage Mitigation to a single element based on the type of gem, unlocked by the Divine Devotion skill. Sigils are set up like Flawless Gems, except their gem-specific bonus may also roll as an armor type % or a block modifier.
  • Jewels will now only convert the Physical damage of weapons. Throwing Potions now have a portion of their base damage as physical so there is something to convert.
  • Jewels socketed into batteries will no longer cause the Assassin's spells to display their spell damage as converted.
  • "Rainbow Facet" legendary jewel now has a "Physical to Best" property which will convert weapon damage to whichever damage type the opponent has least resistance to.
  • 3 new modifiers may now spawn on unique, set, and legendary items: "All Attributes +X", "All Attributes X%", "Chance to Dispel Opponent's Buffs".
  • "Chance to Block: Knockback" has been replaced on all Horses, since opponents no longer cause Knockback. Instead, a flat bonus to all armor types, unlocked by the Riding skill, will spawn.
  • "Combat Art Skills +X": now behaves correctly, improving "Ancient Magic", "Combat Discipline", and "Concentration" instead of "Shield Lore" and "Warding Energy Lore".
  • "Leech Life from Opponents %": now properly causes percentage-based leeching from the opponent's current health, instead of maximum health. With this exploit fixed, values are now allowed to scale better on gear and spells.
  • Damage Mitigation from all sources is now capped at 85%.
  • Single-channel percentage bonuses to Armor are increased by 33%.
  • The All-Channel DOT Reduction bonus now has half the values of the single-channel versions.

 
Skills:

  • "Alchemy" can now unlock an additional bonus on each potion type.
  • "Blacksmithing" now has a better progression of the chance to safely remove items from sockets.
  • "Constitution Mastery" now makes in-combat health regeneration 8 times faster, instead of making it equal to out-of-combat regeneration.
  • "Divine Devotion" can now unlock special bonuses on gems.
  • "Dual Wield" is now available to the Sorceress.
  • "Energy Shield Mastery" now makes in-combat shield regeneration 4 times faster and will unlock a new bonus on Charms of Mana and Charms of Energy (Energy Shield Mitigation +X).
  • "Riding" can now unlock special bonuses on new "Mount Wards". Riding now directly affects the mount's ability to gain higher levels (max mount level is increased from 201 to 250).
  • "Trading" now allows the chance to find unique, set, or legendary items at vendors, with high enough skill investment.
  • Aspect Lore skills will now allow many more combat art properties to scale with skill investment (see full list in separate document).

 
Combat Arts General:

  • Divine Gift "Redemption": Initial radius is 25% smaller.
  • Root effects are now actually chance-based (previously would always 100% root opponents on attack).
  • Energy Shield-related info no longer appears in the character info window, unless the shield is active and has energy.
  • Since Aspect Lore skills now allow many more spell properties to scale with skill level (including those of enemy spells) the base values for several spell modifiers have been adjusted. Notably, all Damage over Time, Base Attack/Defense +X, Energy Shield points, Attribute bonuses, and Regeneration per Hit on combat arts will now have their starting values halved, though they can scale higher than before, with lore skill investment.

 
Paladin CAs:

  • Zeal: Search radius for targets is decreased (prevents attacking enemies well out of range).
  • Holy Shield: No longer deactivates Holy Freeze when it expires, if both are active.

 
Necromancer CAs:

  • Bone Spear: Now functions as an Area of Effect spell with multiple spears erupting in a radius around the Necromancer for 9 seconds. Silver mod "Sorcery" now increases the duration instead of damage.
  • Poison Nova: Damage is now dealt in synchronicity with the VFX, not with a 2.5 seconds delay.
  • Confuse: Now has substantially reduced radius, but the effect follows the Necromancer around for the duration. Curse VFX is also altered.

 
Sorceress CAs:

  • Meteor: Now falls to earth faster and no longer falls at such a shallow angle. Explosion radius is reduced and no longer scales with level.
  • Nova / Frost Nova: Damage is now dealt in synchronicity with the VFX, not with a 2.5 seconds delay.
  • Blizzard: Increased the range and number of hailstones per cast. Now has a 1s cooldown.

 
Barbarian CAs:

  • Frenzy: Search radius for targets is decreased (prevents attacking enemies well out of range).
  • Howl: Initial duration reduced from 10s to 5s. Gold mod "Resound" now increases the duration by 50% instead of the radius. Now has a 1s cooldown.

 
Amazon CAs:

  • Penetrate: Has received a new buff FX.
  • Valkyrie: Has received new casting FX.

Assassin CAs:

  • Fists of Fire: Gold mod "Rage" now adds a Chance to Bypass Armor instead of the previous property.
  • Psychic Hammer: Can now affect ghosts and other energy-type creatures.
  • Cloak of Shadows: Invisibility property now works like a reasonable random chance of remaining undetected. Enemies with the Magic Find skill will have a higher chance of detecting the Assassin.
  • Shock Web: Damage is now dealt in synchronicity with the VFX, not with a 2.5 seconds delay.

Druid CAs:

  • The Druid's active buffs are now carried over from human to shapeshifted form, but a Druid may no longer turn buffs on/off while shapeshifted. This prevents a bug where buff effects would stack multiple times.
  • The Druid's item modifiers, attributes, and skills now transfer over into the shapeshifted forms. Since the power of the Werewolf/Werebear will now come largely from the Druid's gear and overall build, the shapeshifted forms' innate bonuses to attack, defense, damage, armor, and hitpoints start much lower and scale slower.
  • A shapeshifted Druid can now open chests and doors.

 

Fair Warning: This test release does not have the same level of polish as previous official releases of the mod. There are several known technical issues and there may be even more that afflict you. I would suggest only loading new characters or a least making manual backups of your saves if you want to load D2F 15 heroes.

Known Bugs:

Spoiler
  • When a quest grants both Skill and Attribute points, the reward text in the journal UI is misaligned badly.
  • Amazon model may display the new "Mount Ward" item at her feet when equipped.
  • Buff VFX while mounted is off-center for most characters/mounts. You can turn off buff VFX in the options menu if this bothers you.
  • Chainmail fallback equipment on the Paladin clips badly into the base model.
  • Conviction: tooltip shows a flat value instead of percent for the vulnerability modifier.
  • Confuse: Factions don't reset after duration expires. Affected enemies continue to fight each other indefinitely.
  • Rainbow Facet modifier for "physical to best" damage conversion does not work.
  • Can still enter singleplayer with a multiplayer character.
  • Werewolf/Werebear only uses a single attack animation now, other animations are broken.
  • The Assassin's idle "deactivating sounds" play constantly, even when the idle animation is not being performed.
  • Assassin's Cloak of Shadows can no longer be prematurely deactivated by the Assassin's attacks, even melee attacks.

 

  • Like! 1
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4 hours ago, Flix said:

I'm sharing the latest TEST release of Diablo 2 Fallen v16:

And I'm just stuck in a singleplayer hardcore run to test my bfg sera guide :(
 

4 hours ago, Flix said:

One of the primary functions used in attack vs. defense / spell intensity vs. spell resistance / damage vs. armor calculations has been fixed.

What was broken there?
We know how the attack vs defense and damage vs armor calculations work in the base game now(thanks to Maneus), so what is changed here?
 

4 hours ago, Flix said:

All unique, set, and legendary items now have standardized minimum drop levels. Tier 13 will now begin dropping at level 25, Tier 14 at level 50, and Tier 15 (legendary) will only drop at level 75 or above.

Oh, I'm already worried. The item stuff messed up the Addendum so badly...

4 hours ago, Flix said:

Skill-unlockable bonuses are now hidden in the item's tooltip and the character bonus list, unless the character has the required skill/mastery to unlock them. Such locked bonuses can still be viewed in the item's tooltip by holding the ALT key.

No! I hated that so much. :(  If not constantly pressing alt, one will never see unlockable item mods, therefore not seeing the potential reason to ever take that crappy skill that might unlock it...
 

4 hours ago, Flix said:

"Trading" now allows the chance to find unique, set, or legendary items at vendors, with high enough skill investment.

As someone who bought a full set in the addendum, I would say this is not a wise choice. If everything can be bought, why still kill stuff? Also, trading is the far more efficient way to get what you want once the trading skill is high enough. And the trading skill gets high enough by... trading. It's kind of a full circle, the only thing you need to fuel trading is gold. But beyond that playing the game somehow gets less relevant. Also when trading you only have to pay that gold for stuff you actually want, so you basically always get something for it.

4 hours ago, Flix said:

Since Aspect Lore skills now allow many more spell properties to scale with skill level (including those of enemy spells) the base values for several spell modifiers have been adjusted. Notably, all Damage over Time, Base Attack/Defense +X, Energy Shield points, Attribute bonuses, and Regeneration per Hit on combat arts will now have their starting values halved, though they can scale higher than before, with lore skill investment.

But aspect lore skills should already have worked on dots, right? At least they do in the base game.
 

4 hours ago, Flix said:

Appropriate offensive item modifiers now have a chance (35% for single target spells, 15% for Area of Effect spells, 0% for buffs) to apply to spell-based attacks (see full list in separate document).

Chance seems such a bad choice here. If the values could be lowered instead, they would at least be reliable. But effects that are only happening like 15% of the time could probably just as well be absent.
A step in the right direction, yes, but I doubt it's an effective one.



Well, those were my initial thoughts on that changelog, playtesting will have to wait till I'm done with other things.
Thanks for making the test version available. I certainly intend to poke it a bit before it turns final. :cow:


Edit: I checked the quest reward list and the rainbow facet seems to be missing...

Edited by SLD
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1 hour ago, SLD said:

What was broken there?
We know how the attack vs defense and damage vs armor calculations work in the base game now(thanks to Maneus), so what is changed here?

I'll have to quote Dimitriy on this:

On 12/30/2019 at 6:53 PM, dimitrius154 said:

There's a final dice, where all these boni participate, as well as attack and defence values. Then again, as far as I know, the calculation is somewhat broken, because there's a certain line where = has been misplaced with +. I've got that changed in the Addendum.

He did not list the entire set of functions but did mention that the '+' was replaced with a '=' in s2logic.dll,

1013D799                                               0345 0C                                          ADD EAX,DWORD PTR SS:[EBP+C] - original

1013D799                                               3B45 0C                                          CMP EAX,DWORD PTR SS:[EBP+C] - fixed

 

With the result that, for example, a hit chance formula comparison would look like:

On 12/31/2019 at 1:47 AM, dimitrius154 said:

If my calculations are correct:

Hit chance original formula: (500 + Surehit_bonus) * (ChancetoDenyEvasion_bonus + 1000) * 3000) / (((ChancetoEvade_bonus + 1000) + 3000 + AttackerLevel - DefenderLevel) / 1000

Hit chance Addendum formula: ((AV * 1000/(AV+DR) + Surehit_bonus) * (ChancetoDenyEvasion_bonus + 1000) * 3000) / (((ChancetoEvade_bonus + 1000) + 3000 + AttackerLevel - DefenderLevel) / 1000

 

1 hour ago, SLD said:

Oh, I'm already worried. The item stuff messed up the Addendum so badly...

The blueprint changes (so the line you quoted plus the adjacent changes in the log) are of my own devising, not code-related or even lifted from Addendum, so should be easily revised or even reverted if needed.

Also this block of changes was done by me manually reviewing every bonusgroup and to my knowledge isn't replicated in any other mod, including EE and PFP:

Quote
  • All (non-mastery) skill-unlockable bonuses may now spawn on items from level 1 and on any tier (normal/magic/rare). The mastery-unlockable bonuses will now spawn beginning at level 70, and will also spawn on any tier.
  • Unlockable Magic Staff bonuses now appear as basic-tier classification bonuses that all staves and wands have, rather than being mixed in with the magic and rare-tier bonus lists.
  • The bonuses on all normal/magic/rare weapons have been reviewed to make sure class, skill, and combat art-specific bonuses will appear only in appropriate places. More bonuses have been added to many rare-tier bonus lists.
  • Some rare weapons would roll an extra bonus for a character class who couldn"t use the weaponthese bonuses have been changed to a silver socket instead.
  • Fistweapons now have a unique set of bonus lists instead of just copying 2h swords.
  • Blowguns now have a unique set of bonus lists instead of just copying Longbows.
  • Energy Pistols now have a unique set of bonus lists instead of just copying Energy Weapons.

 

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2 hours ago, Flix said:

With the result that, for example, a hit chance formula comparison would look like:

On 12/31/2019 at 8:47 AM, dimitrius154 said:

If my calculations are correct:

Hit chance original formula: (500 + Surehit_bonus) * (ChancetoDenyEvasion_bonus + 1000) * 3000) / (((ChancetoEvade_bonus + 1000) + 3000 + AttackerLevel - DefenderLevel) / 1000

Hit chance Addendum formula: ((AV * 1000/(AV+DR) + Surehit_bonus) * (ChancetoDenyEvasion_bonus + 1000) * 3000) / (((ChancetoEvade_bonus + 1000) + 3000 + AttackerLevel - DefenderLevel) / 1000

So in general he claimed that originally attack and defense value did exactily nothing.
He also has an attacker and defender level in here that is absent in @Maneus' formulas. Certainly something for Maneus to look at... he's good at that :connie_xmas-moose:

2 hours ago, Flix said:

The blueprint changes (so the line you quoted plus the adjacent changes in the log) are of my own devising, not code-related or even lifted from Addendum, so should be easily revised or even reverted if needed.

Well I recognized the starting at lvl 25 part from the addendum, though I also noticed that you at least didn't reduce the number of item tiers like he did... All I know is that loot in the Addendum is so broken, especially the swimming in gruma's signets, glimborin's and mormorin's... Something really messed up how the game decides what uniques to drop etc. Obviously, there is no knowing what happens in D2F with that and with your choice to make all these items have a level jump of 1. I'll find out when I get to playing it...

2 hours ago, Flix said:

Also this block of changes was done by me manually reviewing every bonusgroup and to my knowledge isn't replicated in any other mod, including EE and PFP:

It's hard to tell what that block actually means in game. Again, I guess I'll understand it when I take a look at it someday.

Edited by SLD
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14 hours ago, SLD said:

Something really messed up how the game decides what uniques to drop etc. Obviously, there is no knowing what happens in D2F with that and with your choice to make all these items have a level jump of 1. I'll find out when I get to playing it...

Unless there's some hidden undocumented code change affecting drops, there's not a radical difference here from D2F v15, aside from the level jumps, which are meant to bring some consistency to drops. The level jumps were wildly inconsistent before, with all kind of odd numbers and large intervals.

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On 10/7/2024 at 7:51 AM, SLD said:

Certainly something for Maneus to look at...

He has taken a look by now, showing that the hitchance formula from the base game properly applies attack and defense value calculations. He also kinda showed that attacker vs defender level seems to have no impact at all here. So I would guess dimitrius has misinterpreted this part, which also means we have no clue at all what his "fix" might cause.
https://darkmatters.org/forums/index.php?/topic/18511-how-is-sacred-2-weapon-damage-calculated/page/8/#comment-7146338

@Flix Are you capable of checking that "+" versus "=" question in the files for the cm patch/ base game? Maybe the hitchance formula was accidentally "damaged" by the cm-patch resulting in dimitrius "fixing" it in the addendum, but it was working correctly in the base game (that maneus tested)? Otherwise maybe a few swings with a weapon and significant attack vs defense cases in D2F without the dll change could shed some light wether it is working and if it is, I'd strongly advise not putting that dll change into d2f as we then would know it doesn't do what dimitrius thought it would do, so we wouldn't know what it does at all...

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19 minutes ago, SLD said:

I'd strongly advise not putting that dll change into d2f

Thanks. Few points:

It could potentially be hex-edited out but the dll should not be removed from the file set as that can cause all kinds of chaos.

There's no further work being done on the mod until if/when D returns. If that doesn't happen I'm content with leaving it at v15. I made v16 available in its unfinished buggy state because you asked to see it.

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2 hours ago, Flix said:

I made v16 available in its unfinished buggy state because you asked to see it.

I asked to see it in unfinished state, so I could potentially make you aware of more bugs that can still be fixed with or without Dimitrius, so that when he returns the "final" version would be as bugfree as it can be:

On 7/3/2024 at 6:27 AM, SLD said:

If your buglist is anywhere near complete this version would be really awesome already. Please consider letting us test this just in case there are more bugs in there that you could still fix without dimitrius' help.


 

2 hours ago, Flix said:

It could potentially be hex-edited out but the dll should not be removed from the file set as that can cause all kinds of chaos.

Yes, but we still don't know if it is a repair of cm-patch damage or a random change with unforseeable results. Should we ever know, that path might make sense. 
 

2 hours ago, Flix said:

There's no further work being done on the mod until if/when D returns.

I hope he does return so D2F can be properly finished. And when I get to testing version 16 I'll make sure I find all the remaining bugs so they can be fixed before the final release :)

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