gogoblender 3,223 Share Posted June 8, 2022 This is my favorite capture of your work. The shield is absolute Sacred 2 DNA and you've somehow managed to make this (yes) hokey set look fearsome and collectible gogo 1 Link to comment
chattius 2,626 Share Posted January 8 If Holy Shield drops and Holy Freeze buff was active Holy Freeze will drop too. At least none of my builds uses all 3 buffs in Blessed Defense tree. So the dropping effect could be moved to one of the other two buffs. I wonder what except 3 different spells.txt has to be changed. 1 Link to comment
Flix 5,184 Author Share Posted January 9 12 hours ago, chattius said: If Holy Shield drops and Holy Freeze buff was active Holy Freeze will drop too. It's fixed in the upcoming release. I'm just lacking some final code touches before it's playable. 1 Link to comment
klariska 33 Share Posted May 29 Did I read correctly, A new version coming. I didn't play sacred for some time cause of work commitment. I may get back into sacred once the new version release. I am moving my whole system over to Linux today so praying game works on Linux. 1 Link to comment
gogoblender 3,223 Share Posted May 30 17 hours ago, klariska said: Did I read correctly, A new version coming. I didn't play sacred for some time cause of work commitment. I may get back into sacred once the new version release. I am moving my whole system over to Linux today so praying game works on Linux. Hi Klariska and welcome ! I was just reading a topic with another member about some modding, looks like Flix had mentioned that he was waiting for some coding help from another modder, Dimitriy and then would be able to finish his work on this Paladin...his final hero in his hugely popular D2 mod for Sacred 2! gogo Link to comment
klariska 33 Share Posted June 26 (edited) Man, The Paladin is baws. I usually go with a weird bow or staff paladin. My Sacred did not work on Linux for some reason and as I am blessed with good luck, My Linux crashed 11pm 2 days ago So just dual boot win + linux just to play wh40k Matyr and Sacred. Funny thing is that Grim Dawn had issues and I ran gog through Bottles and it worked fine (only program I could get gog games to work properly). I tried Sacred but no dice.... And Thank You @gogoblender Edited June 26 by klariska 1 Link to comment
gogoblender 3,223 Share Posted June 27 14 hours ago, klariska said: Man, The Paladin is baws. I usually go with a weird bow or staff paladin. My Sacred did not work on Linux for some reason and as I am blessed with good luck, My Linux crashed 11pm 2 days ago So just dual boot win + linux just to play wh40k Matyr and Sacred. Funny thing is that Grim Dawn had issues and I ran gog through Bottles and it worked fine (only program I could get gog games to work properly). I tried Sacred but no dice.... And Thank You @gogoblender I haven't played it yet klariska, but, you make it sound like a GOAT Build! And happy that after your crash, the gods were good to allow Sacred to play! Got a video going of your toon in action, maybe on youtube? I'm sure Flix is delighted with how satisfying this class has been for your gaming gogo Link to comment
Flix 5,184 Author Share Posted June 29 Thanks, I really would like to release the final version but there's just a handful of bugs that are bothering me that I need help with from a codemaster like Dmitriy. These are issues that cropped up with all the code changes from Addendum, so in spite of hundreds of amazing improvements I've got this last batch of issues that I don't want to inflict on players: Conviction has a messed up tooltip that's showing as flat value instead of percent. Confuse: Factions don't reset after duration expires, so enemies keep attacking each other forever. Rainbow Facet jewel: "physical to best" damage conversion is not working. Can still enter singleplayer with a multiplayer character (they are meant to be exclusive now). Werewolf/Werebear have broken attack animations, only using one animation instead of two. Assassin's idle "deactivating sounds" play constantly, even when he's just standing around. Cloak of Shadows - even melee attacks don't break the effect anymore, so it's essentially broken and OP. I've also got to review all the special mount animations to make sure the buff FX look right, since a lot of models got updated, and that's just kinda... boring. I have a giant change log of cool new code features, but as they say, even a speck of sh*t ruins a fine meal, so I'm kinda stuck. 1 Link to comment
SLD 365 Popular Post Share Posted July 3 On 6/30/2024 at 1:54 AM, Flix said: These are issues that cropped up with all the code changes from Addendum Now I'm really worried about that final version. When I first looked at the Addendum, I thought it was really bold to take on things like the item tiers and drastically change the balance with capping mitigation etc. It certainly looked very different from the D2F/EE approach. When I tried it out I found it certainly deserved that "Beta" tag. There is impressive stuff like -spawning on your mount and riding into caves. Objectively a great change. -Capping mitigation certainly makes it a bit more challenging to create a playable character. Not neccessarily a bad thing. -%Leech based on current Life? Not sure if it works but it certainly remains king of all damage mods. -Giving spells a chance to apply special mods that ususally only work with attacks? Good thought but still not balanced. Spells still suck, reliability would probably have been better than a chance. -Splitting SP/MP chars so they can't "farm" the other campaign's quests for attribute/skill points, yet recognizing the value of an "endgame" option to further scale your char and implementing a repeatable quest in "Pandemonium" mode? Good thought but horrible execution. The quest requires you to find and kill 130+ Bosses in the world and that would take many hours to finish while at the same time loading basically every tileset. The game is guaranteed to crash long before that happens. There's also a bug where Shadow Campaign characters only have to kill one of the bosses on that list... well that ain't balanced either. -Allowing CAs to eventually take all upgrades. A bit more Imba for some CAs than others but generally I like it. -Reducing the number of item tiers? Well first I thought maybe he knows what he's doing. Sounded not that bad... playtesting revealed all kinds of odd stuff. The recreation of "random" uniques aka rares that you have to confirm you want to sell. And later in the game almost every trash item requires that kind of confirmation. That is not a good thing. The same unique rings popping up hundreds of times because they somehow end up the go to uniques the game likes the most. First I thought it was due to low level. It seemed all the other items had higher minimum levels so that it took some time till sets and other uniques could drop. But even at far higher levels the 2 go to unique rings spawn at a sickening rate compared to other unique and set pieces. Oh and the special "Magical Glimmer" loot hiding places you can open by walking over now spawn lots of unique stuff but show a significant difference in Number of items they spawn between different character classes etc... The loot system overhaul has definitely not been tested enough to be implemented into anything but a "beta". Thats just the stuff I remember right now, haven't played it in a while. Also this is not meant to be bashing the addendum beta. For how boldly it tackles things noone has ever touched before it works remarkably well and it's still a beta, right? But when you start thinking about applying some of it's changes to D2F's final version, I hope you chose those wisely. As I see you mention the SP/MP split I hope you don't kill the repeatable hellfire arena as an endgame grind. It is the better version of the addendum's pandemonium quest. It puts all the bosses in one place, creates a challenge as you have to fight multiple at once and only takes around half an hour to an hour to finish so the game client can actually finish it with a good non-crash rate. The existence of the Hellfire arena grind also means one has to build characters in a way that they can beat it reliably and as fast as possible. An interesting challenge and a very Diablo 2 kind of endgame, farming Bosses for loot and power On 6/30/2024 at 1:54 AM, Flix said: I really would like to release the final version On 6/30/2024 at 1:54 AM, Flix said: I have a giant change log of cool new code features, but as they say, even a speck of sh*t ruins a fine meal, so I'm kinda stuck. While we're all waiting for Dimitrius to return, why don't you release the current version as a "beta" just in case your current buglist is incomplete. I'm sure I'd find some time to take a look at it and your buglist certainly doesn't make it seem any worse than the current release version. As a comparison: Conviction has a messed up tooltip that's showing as flat value instead of percent. -> Currently there are certainly many things with messed up tooltips like that. eg the weapon lore skills actually grant additive attack rating not %. A tooltip mess up from the CMPatch that fixed other skill tooltips but broke these... Confuse: Factions don't reset after duration expires, so enemies keep attacking each other forever. -> Noone uses these Kind of CAs anyway as enemy dmg is so low compared to their hp and the players dps, they can hit each other for ages. All conversion skills are too weak to matter. So I guess "fixing" this bug would only make it worse... Rainbow Facet jewel: "physical to best" damage conversion is not working. -> well currently they just don't have this mod so they're fine. But I guess if they now say they should do this and don't, I agree this is actually worse than current release Can still enter singleplayer with a multiplayer character (they are meant to be exclusive now). -> same as current release Werewolf/Werebear have broken attack animations, only using one animation instead of two. -> currently changing forms stacks certain buff mods quickly granting max attack speed and infinite %attack damage bonus to both the forms and the not shapeshifted druid... Assassin's idle "deactivating sounds" play constantly, even when he's just standing around. -> well that could be annoying as hell... Not sure how current release performs here... But if you at least fixed the broken splash damage on Dragonflight I guess it still would be better than current release Cloak of Shadows - even melee attacks don't break the effect anymore, so it's essentially broken and OP. -> There was always something that didn't break cloak so it was always broken and OP... I wouldn't consider that much worse than current release 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 Link to comment
Flix 5,184 Author Share Posted July 5 On 7/2/2024 at 11:27 PM, 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. I'll see if I can't put something together to publish before the end of the month. I have a change log I can review and start posting about. I'm still in Van Helsing mode right now. There's still a few things within my power to check before then, mainly all the special mount animations (buff FX are off-center on a ton of them), I'm also concerned with the Amazon's base model being updated that her hairstyles and custom Amazon armor may be misaligned. D2F v16 will definitely require rolling new characters. Trying to load old ones causes all kinds of issues. The Assassin is definitely the most broken of the 7 characters. 1 Link to comment
SLD 365 Share Posted July 5 1 hour ago, Flix said: I'll see if I can't put something together to publish before the end of the month. Well this month is gonna be a busy one for me anyway. Next week is the start of a new d3 season that I'll be checking out for a bit and then poe will reveal a new patch as well that I will at least have to process. 1 hour ago, Flix said: D2F v16 will definitely require rolling new characters. Trying to load old ones causes all kinds of issues. I made new characters when playing v14, v15b and v15c. It makes no sense for me to keep anything from a previous version. As long as I am enjoying the new version, I'm sure I'll be stumbling upon some bugs along the way. I'm certainly not worried someone else might find the last bugs before me. I doubt there's gonna be much competition. At least not unless chattius suddenly unveils a secret legion of granddaughters Link to comment
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