gogoblender 3,223 Popular Post Share Posted September 9, 2016 Creature Update # 18: Friendly NPC's (Re)Introducing you to some friendly faces you may see in your quest across Ancaria in the next version of the mod. This is hopefully a precursor to having full-fledged quests from Diablo 2 in the final version of the mod. For now, these NPC's won't have any quests to give you, but you can stop by and say hello, if you can find them. Akara "It is clear that we are facing an Evil difficult to comprehend, let alone combat." Gheed "You're a brave soul! I'd sooner thrust my sacred scepter into the foulest, carbuncular trull than set one boot into that cave." Kashya "It will take more than just killing a few beasts in the wilderness to earn my trust." Greiz "I might spare you a few of my men. Why, enough gold can muster an army." Atma "They say that the taste of vengeance is bittersweet, but I find it to my liking." Meshif "So... Did you plunder any booty?" Drognan "I've been practicing magic for more years than you could know. I'm older than I look, though not so old that I can't conjure up a few sparks." Hratli "I hope you brought your wits with you, for sanity is in short supply here." Alkor "I've never claimed that you'd live forever after trying one of my potions! Merely that you might look as though you had." This is just the first batch. Expect more updates with the rest of the NPC's, many with more unique and exciting appearances! lol, love the line of dialogue you include in their personna gogo 2 Link to comment
Flix 5,184 Author Popular Post Share Posted September 22, 2016 Creature Update # 19: Friendly NPC's part 2(Re)Introducing you to some more friendly faces you may see in your quest across Ancaria in the next version of the mod. These characters are located in the places you would expect if you played Diablo 2 -- though some are in unexpected spots! I won't spoil the fun of hunting them down by telling the exact location. See if you can guess! Fara "Faith is stronger than any armor. The shield will protect the body, but Faith will strengthen the courageous heart." Charsi "I'm a little jealous, I wish I could go off adventuring with you." Qual-Kehk "So, you still live. You're either quick or a coward." Asheara "Things are getting wilder than Ladies Night at the Slippery Fist." Anya "We are a people of strong blood. I shall do what I can and let fate do the rest." Kaelan "Stay out of trouble." Malah "Be cautious, warrior. Though I am an experienced healer, resurrection is beyond my powers." Natalya "I've heard of your exploits and... I'm quite impressed." Deckard Cain "Stay a while, and listen!" Huuuuuge thanks to Pesmontis who converted these models to be used in Sacred 2. I think he's done outstanding work and there's even more exciting things to come! 4 Link to comment
Flix 5,184 Author Popular Post Share Posted September 26, 2016 Creature Update # 20: Friendly NPC's part 3(Re)Introducing you to even more friendly faces you may see in your quest across Ancaria in the next version of the mod. Flavie "Beware! The evil is strong ahead." Warriv "Better an empty pocket than a full grave." Lysander "Oh. Deafness has its advantages, you know. I'm no longer forced to overhear the tedious gossip of others." Ormus "When speaking of the dead, it is best to remain cryptic." Larzuk "I fear the time is near when I must put down my hammer and take up a sword, instead." Jerhyn "I'm beginning to like you, traveler." Halbu "Hail to you, champion." Jamella "Hail to you, champion." I hope you're as excited to see these characters again as I was to add them into the game! Once again Pesmontis has worked his magic to convert these models for use in the mod. Bonus: the High Pirate was just too cute to only use once so I gave her appearances in a few other places. Look for her in Thylysium's harbor, the Bluestonberry docks, and at Pirate Bay. This concludes the named-NPC's returning from Diablo 2, however it is not the end! Many more creatures, both friendly factions and enemies, are in development for the release of Beta 7! 4 Link to comment
Flix 5,184 Author Popular Post Share Posted October 7, 2016 Creature Update #21: Regional Updates - Tyr Lysia and the ElvesDevelopment for Beta 7 is winding up. I only have a few more tasks and then it will be ready for final testing. ETA before Halloween.Until then, I'm starting a series of updates going over all the new creatures and changes to the world. There are new enemies and new friends all over Ancaria. This update will focus on the region of Tyr Lysia.Female Elf PaladinStationed throughout Tyr Lysia at various Temples of the Gods, you can also find these Paladins fighting on the Undead Legion battlefield, and hunting down their corrupt brothers, the Zakarum zealots and priests. Male Elf PaladinHand-picked by Liosilath for their bravery and virtue, these Paladins can be found hunting down Devilkin on the roads and in the heart of their foul settlements. You may yet see these elite and dedicated fighters again elsewhere. Elite Inquisition GuardsGrand Inquisitor Nimonuil has hand-selected these elves for their cunning, ruthlessness, and undoubtedly also their fine physiques. Though rare in Tyr Lysia, they can be sometimes be seen among the other Inquisition guards, and may yet have a greater part to play in the schemes of the Inquisition. Inquisition Officer ShieldsAscaron designed two lovely shields bearing the Inquisition's insignia, but neglected to assign them to any NPC's whatsoever. The CM Patch unlocked these shields for the player, but now they are finally also used by the Inquisition's forces. You may see high-ranking officers wearing these shields now. More Zakarum Corrupts (atmospheric)Though many are driven into a frenzy by the demon Mephisto's influence and terrorize the southern roads of Tyr Lysia, some of these former devotees to the religion of the Light retain their sanity. However, their loyalty is twisted in service of the Inquisition. Non-hostile but no less unnerving, these Zakarum Fanatics, Cantors, Heirophants, and others may now be seen skulking about Inquisition bases and temples. Dark Elf RoguesA new enemy type may now be found among the Dark Elf bands in western Tyr Lysia. These dark and beautiful females attack with speed and precision, wielding deadly bladed weapons in both hands. That's all for this update. We will be visiting each region one-by-one. Next time: Artamark and the Humans 3 Link to comment
jordan0422 39 Share Posted October 7, 2016 (edited) Creature Update #21: Regional Updates - Tyr Lysia and the Elves Development for Beta 7 is winding up. I only have a few more tasks and then it will be ready for final testing. ETA before Halloween. Before Halloween? Nice! EDIT: Speaking of creatures, are the Demon Monkeys in the Dryad region supposed to be that dangerous? They make the Will-o-wisp (originally Fen Fire) tame in comparison. Their damage amount in the character/attribute page doubles, sometimes triples, that of other enemies (including bosses) at similar levels. Edited October 7, 2016 by jordan0422 Link to comment
Flix 5,184 Author Popular Post Share Posted October 7, 2016 Creature Update #21: Regional Updates - Tyr Lysia and the Elves Development for Beta 7 is winding up. I only have a few more tasks and then it will be ready for final testing. ETA before Halloween. Before Halloween? Nice! EDIT: Speaking of creatures, are the Demon Monkeys in the Dryad region supposed to be that dangerous? They make the Will-o-wisp (originally Fen Fire) tame in comparison. Their damage amount in the character/attribute page doubles, sometimes triples, that of other enemies (including bosses) at similar levels. Yes, I'm expecting it to be a Halloween treat. I just need to redo the Druid's shapeshifting forms, fix his missing +CA's equipment bonuses that we discussed previously, and get the French translation going. Then I'll probably send it to you and any other interested parties for testing. I don't know how the hell the Monkey Demons got so insane. It looks like all its attribute bonuses were copied twice, so it has double the strength/intelligence/ etc. that it should. Not to mention some other OP creature bonuses. Chalk that up to some sloppiness on my part early on in the mod's development. This was actually just an unused Ascaron creature (a little weakling "Capuchin") that I tried to power up and make menacing. I guess I overdid it. They'll be more reasonable in Beta 7. What are you thoughts on his cousins, the Flame Sprite in the desert and the Frost Imp in the Crystal Plane? 2 Link to comment
jordan0422 39 Share Posted October 7, 2016 (edited) What are you thoughts on his cousins, the Flame Sprite in the desert and the Frost Imp in the Crystal Plane? No comment on the Frost Imp since haven't reach that point yet. As for the Flame Sprite, they're dangerous but doable, probably the most dangerous non-unique/boss enemy in desert region. Their attack where the flame vent/fissure pops up underneath you is annoying since it sort of stun my characters in place, and shakes the screen. So for a few seconds, player character movements is erratic and it feels like you got no control. Anyways, stocking up on fire resistance helps as well as killing them before they do that attack. EDIT: I'll be honored to do the testing. Just let me know Edited October 7, 2016 by jordan0422 1 Link to comment
Flix 5,184 Author Share Posted October 7, 2016 Oh crap, I didn't realize it shook the screen. I've had screen shake disabled for so long. I may change it to be like Fiery Ember instead. You can disable screen shake game-wide by editing options.txt. In Windows 7 at least it's located in: C:\Users\<username>\AppData\Local\Ascaron Entertainment\Sacred 2 Show Hidden Files to see the AppData folder. You can edit options.txt directly (search for "cameraShake" and set the value to 0) or you can make a new text file called "optionsCustom.txt" in the same folder and add the changes in that file. The former is easier (just back up the original file) but the latter is safer. My personal optionsCustom.txt file would look like this: locale.language = "en_UK" locale.speech = "en_UK" camera.behaviour = 0 camera.customsettings = 1 camera.cameraShake = 0 camera.cam1_trackdist_max = 2000 camera.cam1_trackdist_min = 140 camera.cam1_rotx_min = 0.05 camera.dng1_trackdist_max = 2000 camera.dng1_trackdist_min = 140 camera.dng1_rotx_min = -0.05 camera.heromenu_trackdist_max = 2000 camera.heromenu_trackdist_min = 140 camera.heromenu_rotx_min = 0.05 options.camera_mode = 3 options.cameraConfigAutoCurve = 0 options.cameraConfigCollision = 0 options.cameraConfigFollow = 0 options.cameraConfigZoomCurveMax = 20 options.cameraConfigZoomCurveMin = 0 options.cameraConfigZoomMax = 20 options.cameraConfigZoomMin = 0 sound.volume_group02 = 0, This disables battle music, makes the camera adjustable to basically any angle and distance, and disables screen shaking. EDIT: You must delete your existing options.txt first. This therefore might require you to reset many of your personal settings in the options menu.. I would 100% distribute these changes as part of the mod, but the file's location prevents me from doing so. 1 Link to comment
Flix 5,184 Author Popular Post Share Posted October 9, 2016 Creature Update #22: Regional Updates - Artamark and the Humans If you want to refresh yourself on the general lore of this region there's a fairly detailed page on the SacredWiki for Artamark. Urtamark Soldiers at Kufferath Kufferath Castle, the "Fortress of Heroes" at the heart of the Urtamark barony, is now guarded by soldiers of its own realm. Formerly it was populated by DeMordrey soldiers which just made no sense as they are rival kingdoms. Elite Urtamark Knights Knights of this realm are distinct from the other kingdoms in that they actively patrol the region to fight the forces of evil. Now they have new elite fighters in their ranks to help them in their cause. Elite Urtamark Officers The highest ranking elite knights of the realm are even more heavily armored and pack a powerful punch. They also wear a shield with the white tree of Kufferath that was designed by Ascaron but never assigned to any NPC's. The normal officers also wear this shield since they had none before. Elite Royal Knights The central kingdom's knights wear a blue coat of arms with gold fleur de lis. Their capital city is Griffinborough. Now, elite soldiers patrol the nearby roads to the east of Griffinborough and can also be found scattered among the ranks of soldiers from this faction. Elite Royal Officers These knights can be found guarding the gates of the cities under royal protection: Griffinborough, Fortress Reikenstein, and Black Oaks. You may see some among the Northland Expedition as well. Ranging Knights Orcs and their kin constantly threaten the realm by crossing over the Nor Plat border wall into Artamark. Now gold knights patrol along the border to help push back the goblin hordes. Ranging Paladins Golden-armored Paladins have been dispatched to the far southeast of Artamark to deal with the growing plague of Werewolves and Minotaurs in the valley, and to secure the route to the Temple of the Gods so that pilgrims can reach it safely. Female Paladins In D2F, the Grunwald forest is more dangerous than ever, with the Baal cultists and their new demon minions. Therefore an elite fighting force of drakeknight Paladins has been sent on a mission to Grunwald to investigate the rumors of the sinister dark cult operating in the area. They patrol the outer regions of the forest. Note the newly scaled-up 2h swords. Elite Dark Archers Friendly factions are not the only forces to get upgraded fighters. Dark Archer elites now have a new appearance. They prefer to stay ranged and pelt you with flaming arrows, but are equipped to enter into melee combat as well. Elite Dark Temple Knights Truly a force to be feared, these rare elite knights of the Dark Army wield wicked flaming axes and fight with relentless fury. Haenir The boss of the Northland Expedition quest has undergone many changes since his introduction. From Troll chieftain to generic Thraconian to slightly different Thraconian, now Haenir at last has a unique and intimidating design as befits the leader of the barbarian hordes. That's all for this update. Next time, we travel to Nor Plat and the Orcs! 7 Link to comment
Pesmontis 168 Popular Post Share Posted October 9, 2016 You've done it again Flix, coverage to the smallest detail. I don't think anyone has anything to add. 4 Link to comment
Flix 5,184 Author Popular Post Share Posted October 9, 2016 You've done it again Flix, coverage to the smallest detail. I don't think anyone has anything to add. It wouldn't be possible without you my friend, I'm glad you're along for the ride! 3 Link to comment
Flix 5,184 Author Popular Post Share Posted October 11, 2016 Creature Update #23: Regional Updates - Nor Plat and the Orcs + Dragon Caves Shields for Ogre Warriors Ascaron designed shields for Ogre Warriors but never assigned them. Pesmontis did a little work to make them useable so now Ogres are better equipped. As a bonus, the player can also get a (smaller) version of the shield as a random drop. Ogre Clan Champions I announced this ages ago but never delivered until now, since I forgot to set the spawn points. Ascaron designed Ogre Champions for the Grurag and Ore-Thag clans but they never appeared in game. I finally added the spawn points for them, so you will now have new enemies/allies depending on your faction. The Grurag clan have blue colors and are Light path aligned. They will appear all around Entruag. The Ore-Thag clan are the red ones and they are Shadow path aligned. They will spawn all around Ruka. Orcish Dragon The Druid's Dragon shapeshifting form is history, but I'm not one to let a good texture go to waste. A new Dragon will now appear on the southern cliffs of Nor Plat, north of Gronkor's Outlook. The Butcher The Orc Cave is famous in Ancaria as a place heroes can go to face down an endlessly respawning squad of Orc champions for loot and XP. "There are older and fouler things than Orcs in the deep places of the world." -- Gandalf the Grey But now something else has made its way to the Orc cave. The Orcs are slaughtered, and new demonic entity has made its lair here. The Butcher is a superunique enemy from Diablo 1, relentless in his sadism and love of carnage. Firewound the Grim (Dragonsea Islands Cave System) Another superunique enemy from Diablo 1. It's a D2 mod, but we can bend the rules a little bit can't we? This powerful magma demon can be found in the big chamber in the Dragon Caves near the corpse of the old dragon. Whether he was the cause of the old dragon's demise or simply a fearsome co-inhabitant of the caves, the cultists give him a wide berth. Heroes should be cautious as well. That's all for this update. Next time: The Swamps of Hissil'Ta! 6 Link to comment
desm 330 Popular Post Share Posted October 11, 2016 Awesome! The Butcher is quite impressive imo The other ones too of course. Amazing. 2 Link to comment
Flix 5,184 Author Popular Post Share Posted October 13, 2016 Creature Update #24: Regional Updates - The Swamps of Hissil'Ta Lizardman Shields Ascaron made faction-specific shields for all the lizardmen but only ever assigned the plain brown leather shield. Now the Cult of the Nameless will use their own shields, and so on. Iron Wolf Mercenaries A company of spellsword mercenaries have been sent by Asheara to patrol along the border between Tyr Lysia and the Hissil'Ta Swamps, where T-Energy leaks are causing all sorts of vile creatures to spawn. Wild Werewolves Mesmerized/Savage Werewolves (from the quest "The Werewolf Hunt") now use the unique appearance that Ascaron designed for them instead of the generic werewolf skin. They are now consistently called "Wild Werewolves" in keeping with the quest dialogue and journal. This was also previously the skin for the Druid's Werewolf shapeshifting form. Archbishop Lazarus (Diablo 1 superunique) The good Lizardmen of the Swamp believe that if the undead can be properly memorialized, they can finally be put to rest. But who says they want to be at rest? The shade of the Archbishop Lazarus haunts the undead memorial shrine and will attack any who come near with deadly spells. Skeleton King Leoric (Diablo 1 superunique) The lord of the liches, the fallen king from long ago, his reanimated corpse still stalks the Ruins of Gazath. Note that if you're playing through the main campaign this battle will coincide with the fight against the Mist of Miasma. This is intentional, as I always found the fight against the Mist to be rather slow and dull. Misc: Bog Demons will no longer mutate into regular demons if they come into contact with T-Energy. That's all for this update. Next time: The Bengaresh Desert! 7 Link to comment
Flix 5,184 Author Popular Post Share Posted October 15, 2016 Creature Update #25: Regional Updates - The Bengaresh DesertDesert PaladinsThe harsh climates of Bengaresh produce a different kind of holy warrior, but no less ferevent in their persecution of evil. These stalwart fighters are currently laying siege to the Du'Rach stronghold of Sulinar. You may also see them paying tribute at the local Temples of the Gods. Their shields with the scorpion and oasis designs were unlocked for the player in CM Patch 1.50, but weren't used by any NPC's until now. Desert WarriorsMercenaries are often hired where the helpless are in need of protection against the dangers of the harsh desert. You may see them on the watch around the outskirts of Khorum, Dar Al Badja, Badawi, and other small desert settlements. Flame SpritesInstead of Fissure, Flame Sprites now use Wake of Inferno. It's basically just an fx change to spare people from the screen shake of Fissure, for those who don't know how or don't want to disable screen shaking in options.txt. Note that, being an adaptation of the TG's Fiery Ember, it can cancel/be canceled by the Sorceress's Frost Nova (which is adapted from Icy Evanescence). Whichever CA is higher level will cancel the other one. Likewise any enemies that use Frost Nova will affect/be affected by the Assassin's Wake of Inferno.Scorpions RetexturedYet again I've redone the textures of Scorpion enemies. Wardust made some good changes but they looked a bit grainy and blurry, especially on the bigger scorpions. So I redid them all from scratch with hq textures. The more powerful the scorpion, the more exotic its coloring. Note that the smaller green one is a previously unused creature made by Ascaron that is now reactivated. Duriel AnimationsDemon boss Duriel had his model tweaked to use a whole new set of animations. His legs are a bit longer and thicker and he has a new "power" stance. His attacks are now swiping claw attacks instead of punches. He's also about 10% smaller in Beta 7 because he was a bit too big, though he's still towering. WitchmoonThe superunique enemy Witchmoon gets a brand new unique model instead of just being a retextured Succubus. Her powers remain the same. Misc: Enemies will no longer spawn inside the town limits of Tharum oasis. So beetles will no longer devour Kernforce before you can even escort her out of the town. Removed enemy spawns from around the Scorpion Temple soulstone. No more getting swarmed by Scorpions when you teleport in. Moved Bloodwitch the Wild further up the road away from the Archaeologists' Camp. She was so close she would attack the camp. Just follow the path further northwest to find her. That's all for this update. Next time: The Jungle and the Amazons! 5 Link to comment
Flix 5,184 Author Popular Post Share Posted October 17, 2016 Creature Update #26: Regional Updates - The Jungle and the AmazonsLarger AmazonsAll Amazon NPC's are now slightly taller to resemble the player Amazon in height. Compared to males, females (if citizens) are generally of equal height or (if fighters) are taller. They're still small compared to the other races, but I didn't want all the Amazon NPC's towering over the playable Amazon, who I can't resize. Amazon RangerThese archers can be found ranging the Jungle region, hunting local wildlife and minions of evil alike. Amazon WarriorTroops of powerful Amazon fighters wielding lightning itself are fighting back against the Blood Valkyrie forces in central Dyr Lain. They also patrol the southwestern beaches. More equipment for Amazon CultistsAmazon followers of the evil cult (in the Ancestor's Chambers) will now have more variation in equipment. Archers will now switch to a sword/shield if engaged in melee. Some fighters will also have spears covered in poisonous thorns. Friendly guards would also have these equipment updates. Equipment for Elite FlayersGarema in Sacred 2 were equipped kind of strangely. It's so convoluted it's not really worth explaining, but one side-effect was that elite versions of these enemies have been wearing NO armor at all, just their normal base clothing. So I've now corrected this oversight. Elite Fetish/Flayers/Shamans/Soul Killers will now be equipped with the full armor "set" for their subtype. Normal versions will continue with the system where they have a random armor part assigned -- I assume this was done for the sake of variation, and it works out ok so I'm leaving it alone. Witch Doctor EnduguCharacters that formerly used Furious Emblazer (Witch Doctor Endugu and elite Fire Elementals) now use Inferno instead. It performs better. Note that the doctor is now decked out in full shaman gear. Mephisto RextexturedDemon boss Mephisto's lower body now ends in ghostly tatters like the D2 original. This was just a texture tweak to improve the "wormy" look he previously had. That's all for this update. Next time, final update: The Wastelands! 4 Link to comment
Flix 5,184 Author Popular Post Share Posted October 19, 2016 Creature Update #27: Regional Updates - The Wastelands and MiscellaneousWastelands Battles: Paladins vs. InquisitionBoth Liosilath and Nimonuil have brought their strongest, most elite fighters in the final conflict over mastery of the Great Machine. You may have seen glimpses of them in Tyr Lysia, but here they are out in full force. Liosilath's Paladins struggle against Nimonuil's Inquisition guards across the face of this barren landscape, making it a much more fearsome place for heroes following either path. You may also still see some of the more common fighters here and there, but the majority of the forces are the new characters. It may get confusing who is friend and who is foe. Just remember: the males are all Light path and the females are all Shadow path (sorry ladies, it just worked out that way). MalthaelTyrael no longer fights a retextured clone of himself on the Great Machine bridge. He now faces down Malthael, angel of death. Light path heroes will avenge Tyrael's defeat at Malthael's hands, while Shadow path heroes will watch Malthael fall and must face down Tyrael. Sorry I haven't been able to snap any pictures of the actual battle yet, as I don't have any characters at that point in the main quest. But here is Malthael as he will appear: This is the final regional update to all the new creatures that are coming in Beta 7. Building for final release is ongoing now. I want to give a humongous thanks to Pesmontis who did the heavy lifting in converting all of these awesome creature models into gr2 format for Sacred 2!================================================Here are a few more miscellaneous creature changes that have yet to be announced: Reduced overpowered "chance opponent cannot evade" bonus held by a few elite enemies and bosses. Adjusted XP bonuses for a few elite creatures that were giving double the intended experience. Nerfed some of the newer enemy spells to avoid enemies 1-shotting the player. Death Maulers (Wastelands and Blood Forest) will no longer mutate into regular demons if they come into contact with T-Energy, though it's unlikely they ever would. The multi-projectile attack used by ranged enemies is removed due to buggy AI and is now replaced with an elemental missile attack (element depends on enemy type). Draconic Dragonfly classification changed from "Demon" to "Dragon." Improved weapon variation for enemy NPC's across the board.This last one deserves some explanation. Many enemies that used weapons were scripted to draw their weapon randomly from a small pool of possible choices. However, in almost every case, the chance was skewed far too much in favor of one weapon over the others. For example, an Ogre Warrior would have a 90% chance to use a plain sword, a 5% chance to use a spiky sword, and a 5% chance to use a big hammer. Due to the odds being vastly uneven, you almost always ever saw that one plain sword, rarely if ever seeing the others. And so it was with hundreds of enemies throughout the game. What I've done is made the chance to use the various weapons roughly equal, and the result is a much bigger variation in enemy weapon use. Foes don't always look so much like identical clones of one another, even if it is something as simple as one Dark Paladin wielding an axe and the other with a sword. Almost every weapon-using enemy type in the game is affect by this change. 6 Link to comment
gogoblender 3,223 Share Posted October 20, 2016 Improved weapon variation for enemy NPC's across the board. This last one deserves some explanation. Many enemies that used weapons were scripted to draw their weapon randomly from a small pool of possible choices. However, in almost every case, the chance was skewed far too much in favor of one weapon over the others. For example, an Ogre Warrior would have a 90% chance to use a plain sword, a 5% chance to use a spiky sword, and a 5% chance to use a big hammer. Due to the odds being vastly uneven, you almost always ever saw that one plain sword, rarely if ever seeing the others. And so it was with hundreds of enemies throughout the game. What I've done is made the chance to use the various weapons roughly equal, and the result is a much bigger variation in enemy weapon use. Foes don't always look so much like identical clones of one another, even if it is something as simple as one Dark Paladin wielding an axe and the other with a sword. Almost every weapon-using enemy type in the game is affect by this change. I love this... can't believe how granular you have become on this mod. excellent gogo 1 Link to comment
Flix 5,184 Author Popular Post Share Posted October 22, 2016 While getting ready to package Beta 7, I was doing a little last-minute tidying up of the creature scripts when I noticed some more unused creatures. MORE. Sacred 2 is the game that keeps on giving. So bear with me as I figure out what to do with them. Mutated Small Dragons Since young dragons would never contact T-Energy in D2F, these designs were basically unused. Now, I've added some to spawn randomly (rarely) throughout the T-Energy field. Think of them as the little mutant babies of the big Mutated Dragon boss that I posted earlier. Mutated Minotaur Prior to D2F, all minotaurs were underground, so had no chance of being mutated without the TG's Primal Mutation. Since I made minotaurs spawn above ground in D2F, technically, you could lead one to the nearby T-Energy puddle and see them mutate. Still, I thought the "minotaur dungeon" in the southeast Artamark valley (part of the quest "Bad Things") could use a mutant or two to spice things up. So beware if you enter those caves. Mutated Skeleton This is a truly unused creature. They didn't even script a creature entry for it, I just found the model and textures sitting there. As we all know, undead don't mutate from T-Energy. This must have been a prototype or something for an undead mutation. I'm not sure what I would do with it. Undead High Elf Soldiers My first thought was that surely these were part of the Shadow Warrior's class quest, because he fights all manner of undead. Yet though he kills many zombies, undead ogres, and even an undead dragon, these three resurrected elf fighters do not appear in Sacred 2. Again, not sure what to make of them. Undead Orc No, not Gronkor, everybody's favorite orc mummy. This guy has the same "Shadow Warrior" look as the undead elves and ogre. Not sure how he would fit into the game either. Any thoughts? 2 Link to comment
jordan0422 39 Popular Post Share Posted October 22, 2016 Mutated Skeleton: not sure if there are t-energy puddles anywhere skeleton spawn, but maybe have them spawn there? Undead High Elf Soldiers & Undead Orc: would they fit somewhere in the Barbarian/Shadow Warrior quest line? Couldn't really think of anything else... 2 Link to comment
desm 330 Popular Post Share Posted October 22, 2016 The mutated skeleteon is really cool, maybe he could become a 'little' boss/unique monster somewhere in the swamps, with a unique lore? (I said little but he could be a little bit bigger than our avatar) Undead highelf soldiers could appear only in cemetaries or other thrilling places? Undead ogre, same as skeleton, maybe a unique monster with special lore to be seen near the entrance of Za'Zuruik for example? Only some ideas... 2 Link to comment
Flix 5,184 Author Popular Post Share Posted October 22, 2016 Thanks for the ideas guys. I found some good places for them. The Mutated Skeletons spawn near the t-energy pool in the west of the Swamp, and to a lesser extent in the northern parts of the T-Energy Field, since they're basically adjacent (I assume this is all one big pipe leak). They're right at home among the other T-Mutants terrorizing the area. I found a good spot for the undead enemies in the Barbarian's quest line. There's a phase of his chain quest (Past Mistakes) where he fights six generic zombies, then goes on to fight 4 Undead Ogres and finally an Undead Dragon. I replaced the 6 generic zombies with the three Undead Elves and three Undead Orcs. This makes the most sense to me. I also tweaked the names in the quest log and upgraded the Undead Ogres to elite enemy status. By the way, I found that one of the Elves was already in use but the other two were not. The one with the axe (added by CM Patch) is a quest target in the Enemy Movement quest in the Blood Forest as "Commander of Diaanja's Forces." But I think we can forgive his double appearance. I gave the other two Undead Elves the same weapon in their appearance in the Barbarian's quest. Ok, now to package the test version of the mod. 3 Link to comment
Flix 5,184 Author Share Posted November 10, 2016 Has anyone visited the Butcher's lair yet? I filled it with corpses to make it reminiscent of the original. I had ideas for even more ghoulish things like severed heads, baskets of eyes, and other body parts but the game wouldn't accept my scripting of static objects. Link to comment
jordan0422 39 Share Posted November 10, 2016 Butcher's Lair... that's formerly the infamous orc cave right? Been there with my Assassin but didn't stay for long. The Butcher himself was relatively harmless for my Assassin Trapper. 1 Link to comment
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now