Lussbhel 18 Share Posted January 27, 2019 (edited) Can weapons and monsters be used without the mod? Why not single downloadable files also to use them without the Diablo Fallen mod of weapons and monsters? Edited January 27, 2019 by Lussbhel Link to comment
Flix 5,184 Author Share Posted January 27, 2019 4 hours ago, Lussbhel said: Can weapons and monsters be used without the mod? Why not single downloadable files also to use them without the Diablo Fallen mod of weapons and monsters? That's because each one is the product of several files: models, textures, icons, encoding for the names, not to mention the dozens of script files that incorporate all these changes to the game. Trying to use the items without the mod would just result in them being a random, useless item with no stats at best. At worst they would not appear at all. In other words everything that comprises the mod is needed to access the content. 1 Link to comment
Flix 5,184 Author Popular Post Share Posted July 26, 2019 Item Update for v12 Random rare Energy Weapons, Energy Pistols, and Lightsabers have overhauled bonuses and no longer spawn with bonuses to classes that can't use them. Increased base damage of some Unique and Legendary weapons where the damage was falling behind that of comparable items. Moderately increased Legendary drop rate. Infinite Revenge set: Chestplate of Fury renamed to Crown of Fury because it is a helm. Hunting Knife (quest reward for killing the Giant Boar) is now the special magic item that Ascaron designed instead of a junk-quality dagger. Gold modifier "Life Leeched per Hit" replaced with the yellow-text variant on all items. The former bonus was ironically much less powerful. This means many items have greater Life Leech now. Redesigned icons for greater potions so they're larger and more distinguishable at a glance. Rune drops in starting chest and Runemaster quest are spread out more evenly across all three aspects for each character. Runes in aspect: Poison & Bone now give Life Leeched per Hit as secondary bonus. Runes in aspect: Dark Summons now give Spell Resistance % as secondary bonus. Runes in aspect: Berserk Combat now give Wounds Increase Damage Dealt as secondary bonus. Runes in aspect: Huntress Talents now give Life Leeched per Hit as secondary bonus. Runes in aspect: Storm Combat now give Armor % as secondary bonus. The rune changes are because the "nature" of the new aspects is a bit different than vanilla for many characters. I want socketing runes to still be valid and useful for building characters, and the secondary modifiers go a long way towards that. Also, in addition to the one starting CA each character gets, each will now get 1 rune from each aspect in the start chest, one of which will always be a buff. Completing the RuneMaster grants 2 more runes from the other two aspects, so all aspects are equally represented early on. Because of how small icons are resized, the greater potion icons ended up being smaller than the medium ones. I fixed that and made big fat icons for great potions so they stand out. The new Hunting Knife isn't anything fancy but it was made by the developers and it will definitely come in more useful to a low level character than a junk dagger. 2 Link to comment
Flix 5,184 Author Share Posted July 28, 2019 A last minute item update. For the Barbarian's new class quest I had added a new quest item called "The Vile Husk". It was just a generic quest item (not usable) but then I saw a sword that Pesmontis had graciously uploaded for a fan years ago. We never made any use of this "reaver blade" and I just saw it the other day and knew it would be perfect to use for The Vile Husk. Since it is a brand new item it would be shame to have it just be an icon in the quest log, so I also made The Vile Husk into a droppable unique sword and modeled it after its namesake sword from Diablo 2. It is more rare than most other unique swords. The sword excels at protecting from and dealing poison damage, as well doing extra damage to undead and improving the Necromancer curse Decrepify. 1 Link to comment
gogoblender 3,223 Share Posted July 28, 2019 This is a great addition, the sword model is fantastic. Also like how its particularly suited to the necromancer with its affinity for poison... great fit gogo 1 Link to comment
Flix 5,184 Author Share Posted October 9, 2019 Wow, back in July I was talking about "last minute updates" and here I am 3 months later still doing the same. Ok... this really should be the last update before v12's release. Most of the below changes are courtesy Caledor's Balance Mod. The idea is to help some item modifiers that severely under-perform when compared to just equipping raw Damage +%. Item modifier: Damage +% (all-channel) is decreased to be 1/2 the value of single-channel damage bonuses (was 2/3). Since you get 5 modifiers for the price of one with the all-channel bonus. Item modifier: Damage Mitigation +% (all-channel) is decreased to be 1/2 the value of single-channel damage mitigation (was 2/3). Same rationale as above. Item modifier: Wounds Increase Damage Dealt has doubled damage values. The threshold for max damage remains at 25% health (couldn't find a way to change it on items). Item modifier: Chance for Critical Hits has tripled values. This combined with the mod's long-standing boost of crits to 1.5X damage will help a lot. Chance for individual secondary damage effects (burn, poison, freeze, weaken) are increased to be equal to Chance for Open Wounds. Crushing Blow (8% hp reduction) gains the effect of Shattering Blow (20% hp reduction) and replaces the latter in all instances (spells, items, enemies). In other words Crushing Blow is powered up and is now the only "Blow" in town. Aside from Crushing Blow, these changes only affect the modifiers on items, NOT on skills, combat arts, or innate bonuses granted to creatures. 1 Link to comment
chattius 2,626 Share Posted October 9, 2019 I wonder if there is a variable for delayed drops and if yes - could it be edited? Delayed drops were thought as a counter for players who loot very quickly, mainly at multiplayer. In single player there is no real need to wait 3 seconds after a boss kill, and most multiplayer games nowadays are in fact singleplayer ones to repeat quests - or? Link to comment
Flix 5,184 Author Share Posted October 9, 2019 13 hours ago, chattius said: I wonder if there is a variable for delayed drops and if yes - could it be edited? Delayed drops were thought as a counter for players who loot very quickly, mainly at multiplayer. In single player there is no real need to wait 3 seconds after a boss kill, and most multiplayer games nowadays are in fact singleplayer ones to repeat quests - or? I have to admit I never noticed a delay like you're describing. Is this really a thing in Sacred 2? Link to comment
chattius 2,626 Share Posted October 10, 2019 Mainly at quest drops like griffon or boar. There is a first drop and then a second drop after a while. Link to comment
Flix 5,184 Author Share Posted November 5, 2019 On 10/10/2019 at 4:29 AM, chattius said: Mainly at quest drops like griffon or boar. There is a first drop and then a second drop after a while. This could be explained by the fact that two separate scripts handled enemy drops and quest drops. Quest rewards are dropped via quest.txt when the quest stage reaches completion. Enemy drops are generated by drop.txt when the enemy dies. That could explain why first one drops, then the next. Link to comment
Tharkun 40 Share Posted February 16, 2020 Hey Flix, I started a new character and came across these items, these are for a quest in sloeford (I can't remember the name), never actually payed much attention to it but these look pretty nice, that shield has a "knightly" look and the sword looks very clean could be a nice two hander, is it possible to add them? I think these would complete the repertory of unused items. https://imgur.com/0kWy43P https://imgur.com/XtttbZ2 Link to comment
Flix 5,184 Author Share Posted February 16, 2020 45 minutes ago, Tharkun said: Hey Flix, I started a new character and came across these items, these are for a quest in sloeford (I can't remember the name), never actually payed much attention to it but these look pretty nice, that shield has a "knightly" look and the sword looks very clean could be a nice two hander, is it possible to add them? I think these would complete the repertory of unused items. I found them. The problem is that they're not real items designed to be used. They have flat models and one-sided textures. They are basically just icons. The shield texture could possibly be transplanted onto a better existing shield model. The sword would need a lot of work on the model to make is usable. 1 Link to comment
gogoblender 3,223 Share Posted February 17, 2020 6 hours ago, Flix said: I found them. The problem is that they're not real items designed to be used. They have flat models and one-sided textures. They are basically just icons. The shield texture could possibly be transplanted onto a better existing shield model. The sword would need a lot of work on the model to make is usable. the shield is handsome gogo Link to comment
Flix 5,184 Author Share Posted March 12, 2020 I've been working on more jewels for D2F v14. First one is a jewel for physical-based weapons. Converting other damage types into physical was my first choice; alas this did not work. So these jewels are intended to make a physical damage build more powerful. Remember "Mortal Wounds" is vanilla's "Serious Open Wounds," which causes both bleeding damage and 8% reduction to enemy health. The second jewel type is the Rainbow Facet. Instead of conversion, this Legendary jewel adds flat damage of all 5 types (the only item to do so), and also boosts the chance to cause all 5 secondary damage effects. 1 Link to comment
Androdion 899 Share Posted March 12, 2020 Interesting that legendary one. Fixed or random drop? Seems great for a Damage Lore weapon build. Link to comment
Flix 5,184 Author Share Posted March 12, 2020 10 hours ago, Androdion said: Interesting that legendary one. Fixed or random drop? Seems great for a Damage Lore weapon build. The stats are fixed, right now drops for all jewels are random, except "The Forgotten Tower" quest which grants 4x unique jewels - may need to revisit that reward for the sake of balance. Jewels, being the descendants of the vanilla converters (Poison Fang, Lava Chunk, Magic Pearl, Ice Crystal), are on racial subfamily drop lists in drop.txt as follows: Jewel of Flame / Inferno Jewel : Dragon-type enemies Jewel of Frost / Arctic Jewel : Energy-type enemies Jewel of Plague / Pestilent Jewel : Insect-type enemies Jewel of Ether / Mystic Jewel : High Elf enemies Jewel of Force / Stalwart Jewel : Orc-type enemies Rainbow Facet : T-Mutant enemies The jewels also have their own drop list, which Blacksmiths draw on for their inventory. I'm considering making a single Rainbow Facet the reward for completing a new, very difficult secret quest I'm currently working on for v14. 1 Link to comment
Androdion 899 Share Posted March 12, 2020 1 hour ago, Flix said: I'm considering making a single Rainbow Facet the reward for completing a new, very difficult secret quest I'm currently working on for v14. Link to comment
Flix 5,184 Author Popular Post Share Posted March 13, 2020 Made a chart of the all the available jewels in v14. One of these days I'll get around to properly putting items on the Wiki. 1 1 Link to comment
gogoblender 3,223 Share Posted March 15, 2020 On 3/12/2020 at 11:17 PM, Flix said: Made a chart of the all the available jewels in v14. One of these days I'll get around to properly putting items on the Wiki. This is brilliant! What an ambitious idea for new items...I saw this on vacation a few days ago but was unable to comment because of the horrible data back there... The names you've come up with ... Rainbow Face... so novel...inferno, mystic, stalwart... beautiful... though im a little on the fence for Arctic... maybe cuz its such a geographic/place term rather than a degree of condition? Or...maybe its geography does, kind of, slightly give it that inference? Keep going!! gogo 1 Link to comment
desm 330 Share Posted March 16, 2020 Hello fellow slashers. Flix, I've came across the Miasma Ring but it has no boni (playing D2F v13b hotfix with a new Sorceress char) 1 Link to comment
Flix 5,184 Author Share Posted March 16, 2020 2 hours ago, desm said: Hello fellow slashers. Flix, I've came across the Miasma Ring but it has no boni (playing D2F v13b hotfix with a new Sorceress char) Level 9 item... I think that's too low level for the bonuses to spawn. Solution will be to increase the minimum drop level for the ring to level 25 or so. Link to comment
Flix 5,184 Author Share Posted March 19, 2020 On 3/16/2020 at 6:39 AM, desm said: Hello fellow slashers. Flix, I've came across the Miasma Ring but it has no boni (playing D2F v13b hotfix with a new Sorceress char) The minimum drop level is set to 20 but I think I know what happened. You probably got this ring as the quest reward for "Settlement From Beyond the Grave," the Sorceress class quest? The bonuses on this ring won't spawn until level 10 (Regeneration Time: Cold Spells -X%) and level 15 (Aspect: Cold Spells +X). For this reason I'd recommend waiting until level 15 to do this quest if you're looking to use the special ring reward. Link to comment
desm 330 Share Posted March 19, 2020 (edited) 1 hour ago, Flix said: You probably got this ring as the quest reward for "Settlement From Beyond the Grave," the Sorceress class quest? I did this quest indeed, I don't remember if I got the ring from there but I think I remember it was indeed a quest reward so it must be that (and I was surely about level 7-9 while doing it so yes). edit @Flix : it's that indeed. Now it shows boni because I'm level 27 Edited March 19, 2020 by desm Link to comment
Flix 5,184 Author Popular Post Share Posted March 30, 2020 I've been experimenting with unlocking some unused item bonuses in blueprint.txt for v14. One, that I believe works, is called "Item Drop Frequency." Whereas "Enhanced Magic Find" (vanilla's Chance to Find Valuables) increases the quality of items dropped, this new bonus purportedly increases the quantity of items dropped. This is, I believe, a property that also exists in the "Magic Find" skill (vanilla's Enhanced Perception). Now, it will be available as an item modifier as well. It is meant to be unlocked by the Magic Find skill, and will scale with more points invested in the skill. I will test some more, and then distribute it on random magic and rare-tier items. I also found versions scripted specifically for increasing Potion and Rune drops, but these seem to have no function at all. I have also crafted a special version that is not skill-dependent, that will appear on a single new item: Gheed's Fortune. This is a special Legendary Relic. It is based on the charm of the same name from Diablo 2, of course. It provides resistance to all five damage types, however at much lower intensity: the armor value is one-tenth of the single-element Legendary gems. The main feature is instead the special bonuses: Experience per Kill: In D2F this modifier does not appear on any items except this Relic (and Mentor Potions). Enhanced Magic Find: A generous amount of Magic Find. Item Drop Frequency: This is the new "quantity" bonus I described above. Gheed's Fortune begins dropping at level 50 and drops every 5 levels, in Normal difficulty or higher. It is not any special reward but will drop from any place gemstones might drop. 3 Link to comment
Flix 5,184 Author Share Posted June 12, 2022 New Item Models in v15 - Part 1 Ever since the first release I made it a project to make sure no unique items shared models with one another, as was rampant in vanilla. The v15 release will take it a step further and make sure that no models for unique/set/legendary items will appear as normal/magic/rare random items. In order to accomplish this I've brought in a number of new models that will be used for many of the vanilla items. These models were imported in by Dmitriy. If you follow Enhanced Edition (or Addendum) then you've already seen most of these, although perhaps in a different context or with different textures. All screenshots are from the upcoming "Visual Guide to Unique Weapons" for v15. Shields Also a D2F Paladin shield, Herald of Zakarum, gets a replacement. Halberds Javelins Poles Random Rares 1 Link to comment
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