Popular Post Flix 5,116 Posted January 25, 2017 Author Popular Post Share Posted January 25, 2017 The Dragons of D2F are done! Blood Dragon Desert Dragon Girvym Dragon Grinch the Frost Dragon Grunwald Dragon Magmadur Mutated Dragon Orcish Dragon Swamp Dragon Undead Dragon Xanthiar I think there might be room for one more... 5 Link to comment
Popular Post gogoblender 3,070 Posted January 26, 2017 Popular Post Share Posted January 26, 2017 The Dragons of D2F are done! Blood Dragon Desert Dragon Girvym Dragon Grinch the Frost Dragon Grunwald Dragon Magmadur Mutated Dragon Orcish Dragon Swamp Dragon Undead Dragon Xanthiar I think there might be room for one more... these are spectacular pages Flix what else can drive gaming more than showy, big bosses sporting tooth, nail and fire... I cant say again how valuable POV insights like battle notes are to players and just old purveyors and readers hoping to lose themselves in pages awash with stats, history and drama for death... LocationThe Girvym Dragon replaces the old nameless dragon found in the caves beneath the island of Girvym, off the eastern coast of Dyr Lain. Battle NotesRacial Type: Dragon Like most Dragons, the Girvym Dragon is weak to ice damage. For a Barbarian, the axe Dragonslayer would be a premium weapon of choice. Special Abilities: Cloak of Shadows - like the Assassin's spell of the same name, this buff bestows a transparent "invisibility" effect on the dragon. Though the player can still target the dragon normally, the buff gives the dragon a very large chance to evade bonus. Magic Fireball - launches a gigantic, target-seeking purple fireball. It does magic and physical damage and slows your attack speed for a few seconds. Blind - a curse that severely penalizes the player's attack speed and attack rating for 10 seconds. Causes no damage. Blaze - the dragon breathes a jet of fire that ignites a large patch of ground and covers it with a blanket of fire and magic damage that burns for 4 seconds. The Dragon has two versions of this spell, once is launched from the air, the other from the ground. They are identical otherwise. Knockback Hit - a spell that deals fire and physical damage and pushes the player back a good distance. This attack may be bugged and non-functioning. good job! gogo 2 Link to comment
Popular Post Flix 5,116 Posted January 30, 2017 Author Popular Post Share Posted January 30, 2017 The Mini-Boss list is now complete! These are all Bosses from Fallen Angel and Ice & Blood who had their designs and/or abilities significantly revised in the mod. Banshee Earth Lord Flame Lord Ice Lord Poison Lord Gahanka the Wendigo Evocator Forest Guardian Haenir Ice Hydra Scaron Sinister Prince The Guardian Thranak Walther If an enemy was only slightly changed (e.g., a little larger, a little faster) then it was not listed. You can refer to the normal page for that boss instead. This means the Diablo 2 Fallen Boss Bestiary is now complete! Working on these enemies, I had some ideas to improve and fix some things for Patch #2, which I'll post about soon in the creatures thread. 2 Link to comment
Popular Post Daniat 57 Posted January 30, 2017 Popular Post Share Posted January 30, 2017 The Dragons of D2F are done! Blood Dragon Desert Dragon Girvym Dragon Grinch the Frost Dragon Grunwald Dragon Magmadur Mutated Dragon Orcish Dragon Swamp Dragon Undead Dragon Xanthiar I think there might be room for one more... Thanks Flix, I am very happy to see more dragons in the game, now its more like Sacred Underworld, in which you could fight against 14 dragons if I remember correctly, I heard that Wastelands was once the place in which dragons lived and fighted during the great war, but, maybe one young golden dragon survived the war and has been sleeping somewhere in a hidden place all the time until now 2 Link to comment
gogoblender 3,070 Posted January 30, 2017 Share Posted January 30, 2017 I heard that Wastelands was once the place in which dragons lived and fighted during the great war, but, maybe one young golden dragon survived the war and has been sleeping somewhere in a hidden place all the time until now gogo 1 Link to comment
Popular Post Flix 5,116 Posted February 5, 2017 Author Popular Post Share Posted February 5, 2017 The Super-Unique Bestiary section is underway. There are 58 of them so it will take a little while. I'm just filling them in randomly as I fight them: Bishibosh Bloodwitch the Wild Corpsefire Flamespike the Crawler Gharbad the Strong Pindleskin Pitspawn Fouldog Rakanishu Witchmoon Council Members:Bremm Sparkfist Geleb Flamefinger Ismail Vilehand Maffer Dragonhand Toorc Icefist Wyand Voidbringer 3 Link to comment
Popular Post Flix 5,116 Posted February 7, 2017 Author Popular Post Share Posted February 7, 2017 Another batch of Super-Uniques finished. Achmel the Cursed Archbishop Lazarus Beetleburst Bone Ash Bonesaw Breaker The Countess Fangskin Fire Eye Griswold Skeleton King Leoric The Summoner The Ancients:Korlic the Protector Madawc the Guardian Talic the Defender I'll post some more updates in the Creatures thread later today. Notice Beetleburst has a completely new model. 4 Link to comment
Popular Post Flix 5,116 Posted February 9, 2017 Author Popular Post Share Posted February 9, 2017 The next batch of super-uniques are ready: The Butcher Coldcrow Colenzo the Annihilator Creeping Feature Dac Farren Dark Elder Eldritch the Rectifier Frozenstein Hephasto the Smith Icehawk Riftwing Infector of Souls Lachdanan Radament Snapchip Shatter Stormtree I'm making a fair amount of balance fixes as I work through these. I'll post the changes after I do the final batch of enemies. 5 Link to comment
Popular Post Daniat 57 Posted February 9, 2017 Popular Post Share Posted February 9, 2017 it's incredible the amount of UNIQUE enemies you are creating, they look impressive and remind me of some Diablo and Sacred 1 enemies, I specially love these: Bloodwitch the Wild Gharbad the Strong Pitspawn Fouldog Witchmoon Archbishop Lazarus Fire Eye The Butcher Coldcrow Eldritch the Rectifier Infector of Souls Radament Also I really like the idea of council members having one member per each magic element Having all those new different enemies gives the mod another level of deepness and inmersion, which combined with all the previous amount of work you ve put on the mod is making it even more a completely different game than it alrady was, now its almost like a new game you buy in a store, great job 3 Link to comment
Popular Post Flix 5,116 Posted February 10, 2017 Author Popular Post Share Posted February 10, 2017 Having all those new different enemies gives the mod another level of deepness and inmersion, which combined with all the previous amount of work you ve put on the mod is making it even more a completely different game than it alrady was, now its almost like a new game you buy in a store, great job Thanks. The super-unique enemies are not exactly new, as they've been part of the mod for almost 2 years now. I'm just documenting them now in a more organized fashion than in the Creatures Thread. it's incredible the amount of UNIQUE enemies you are creating, they look impressive and remind me of some Diablo and Sacred 1 enemies That's no accident. Each one is a recreation of a unique enemy from Diablo 1 & 2. And at least 15 of them use imported creature models from Sacred 1, these are meant to be like Easter Eggs for old Sacred fans. On each creature's page is a link to the Diablo creature that inspired it, and also a link to the original creature that was used for the design, if applicable. 3 Link to comment
Popular Post gogoblender 3,070 Posted February 11, 2017 Popular Post Share Posted February 11, 2017 Having all those new different enemies gives the mod another level of deepness and inmersion, which combined with all the previous amount of work you ve put on the mod is making it even more a completely different game than it alrady was, now its almost like a new game you buy in a store, great job Thanks. The super-unique enemies are not exactly new, as they've been part of the mod for almost 2 years now. I'm just documenting them now in a more organized fashion than in the Creatures Thread. >>it's incredible the amount of UNIQUE enemies you are creating, they look impressive and remind me of some Diablo and Sacred 1 enemies That's no accident. Each one is a recreation of a unique enemy from Diablo 1 & 2. And at least 15 of them use imported creature models from Sacred 1, these are meant to be like Easter Eggs for old Sacred fans. On each creature's page is a link to the Diablo creature that inspired it, and also a link to the original creature that was used for the design, if applicable. The daunting attention and love to bring all this to Sacred 2 floors me. As said before, you've created a brand new game. Now..if only a big game house could see how much fan love is in the universe, perhaps they'd actually want to create a new Sacred game, old school style, and hire you and your entire family here that helped with creating that immense and beautiful mod! gogo 3 Link to comment
Popular Post Flix 5,116 Posted February 11, 2017 Author Popular Post Share Posted February 11, 2017 The final batch of super-unique enemies is complete! Ancient Kaa the Soulless Archangel Tyrael Battlemaid Sarina The Blood Lord Blood Raven Eyeback the Unleashed Firewound the Grim Lord de Seis Malthael Sharptooth Slayer Thresh Socket Treehead Woodfist Ventar the Unholy Witch Doctor Endugu This was fun, and helpful for improving the next patch. And I've just got to say, this might be my very favorite picture I've taken in the whole mod: It's just oozing with atmosphere and menace. Do you have the guts to go to the Last Watch and face down the Blood Lord? 5 Link to comment
Popular Post Flix 5,116 Posted February 18, 2017 Author Popular Post Share Posted February 18, 2017 I decided to go ahead and build a full bestiary for D2F since so many enemies were changed and added. I started with a big section, Humanoid Monsters. Go ahead and read your fill. I put in just about everything you could want to know about each enemy. I organized a little different than the main Wiki bestiary. I used the racial sub-types that the scripts use, which makes it easier to browse the enemy types. You can also see at the bottom of the page I made a list of all the bosses and super-uniques that fall into that racial category. "Humanoid Monsters are those sentient monsters that have developed their own cultures and societies, but yet are no less monstrous and savage for it. Make no mistake, they are human-like in appearance only. They have their own agendas and the well-being of the player doesn't fit into their plans." 1 Devil Kin 2 Fetish 3 Giant Kin 4 Sand People 5 Stone Men 6 Wendigo 7 Misc 8 Unique This new D2F bestiary can considered something of a supplement to the main Wiki bestiary. Things like "All Trolls have chance to stun" and "All Stone Men have physical damage mitigation" is stuff that's hard to know without delving into the scripts like I have, so it's not documented on the vanilla bestiary. But it still holds true even if you don't play with my mod so it's useful to know. 5 Link to comment
Popular Post gogoblender 3,070 Posted February 19, 2017 Popular Post Share Posted February 19, 2017 I decided to go ahead and build a full bestiary for D2F since so many enemies were changed and added. I started with a big section, Humanoid Monsters. Go ahead and read your fill. I put in just about everything you could want to know about each enemy. I organized a little different than the main Wiki bestiary. I used the racial sub-types that the scripts use, which makes it easier to browse the enemy types. You can also see at the bottom of the page I made a list of all the bosses and super-uniques that fall into that racial category. "Humanoid Monsters are those sentient monsters that have developed their own cultures and societies, but yet are no less monstrous and savage for it. Make no mistake, they are human-like in appearance only. They have their own agendas and the well-being of the player doesn't fit into their plans." 1 Devil Kin 2 Fetish 3 Giant Kin 4 Sand People 5 Stone Men 6 Wendigo 7 Misc 8 Unique This new D2F bestiary can considered something of a supplement to the main Wiki bestiary. Things like "All Trolls have chance to stun" and "All Stone Men have physical damage mitigation" is stuff that's hard to know without delving into the scripts like I have, so it's not documented on the vanilla bestiary. But it still holds true even if you don't play with my mod so it's useful to know. Your new organization and formatting on these new pages is brilliant! In a way, gobbling up this stuff is a kind of joy that hardcore gamers love. Stats, min/max, secret abilities and weaknesses... I can see people getting sucked into your write ups and forget about playing till the wee hours of the morn... Great high quality reference work Flix gogo 3 Link to comment
Popular Post Flix 5,116 Posted February 21, 2017 Author Popular Post Share Posted February 21, 2017 Plants are added to the Bestiary. This was a small section so it was done very quickly. Since there's so few Plant enemies I'll list them all here: Bramble Hulk Thorned Hulk Former Christmas Tree Fire Flower Leaping Plant Leaping Spit Plant Phylithos I also added Lord Tannenbaum to the Super-Unique list. He's not Diablo related but he is a unique quest enemy so I thought he deserved his own page. This enemy was formerly "Ent Opponent" which wins the award of Least Imaginative Enemy Name Ever. 2 Link to comment
gogoblender 3,070 Posted February 21, 2017 Share Posted February 21, 2017 This enemy was formerly "Ent Opponent" which wins the award of Least Imaginative Enemy Name Ever. ...when he was formerly "ent opponent" was he a super unique as well? gogo 1 Link to comment
Flix 5,116 Posted February 21, 2017 Author Share Posted February 21, 2017 ...when he was formerly "ent opponent" was he a super unique as well? gogo He was an elite enemy. There really isn't a Super-Unique classification in Sacred 2. It's Diablo 2 lingo. I just borrowed it for elite enemies in the mod that are actually unique in design and abilities (as opposed to just being a renamed elite enemy). When you look at the vanilla Quest Bestiary for instance, there are tons of "unique" enemies but almost none of them are actually unique. They're identical to the standard enemy of that type in every way except for the name. It's for this reason I'm not going to re-do the entire Quest Bestiary for the Diablo 2 Fallen Wiki. "Ent Opponent" AKA Lord Tannebaum is actually unique though. He probably deserves to be made a boss. Super-Uniques are those enemies in the mod that are basically mini-bosses but are still classed as elite. So in those rare instances that I remade a vanilla quest enemy to be unique, I'll probably give him the Super-Unique designation and add him to the Wiki. The Dream Vampire is another example that comes to mind. He's actually a Vampire now in the mod, not a Stone Warrior. 1 Link to comment
Flix 5,116 Posted February 22, 2017 Author Share Posted February 22, 2017 Insects are added to the D2F Bestiary."Spiders of all shapes and sizes infest nearly every region of Ancaria. Keep plenty of Antidote Potions on hand when exterminating their nests. Scarabs and Scorpions can also be found crawling the desert sands. Don't underestimate them because of their small size. A swarm can overwhelm even the most seasoned fighter." Scarab Young Scaron Scorpion Aracin Blade Spider Gargantura Giant Spider Hunting Spider Small Spider Spider Spitting Spider Weaving Spider There were lots of insect designs that Ascaron made but never put into the game. They're all active now, as you can see from the bestiary pics. 1 Link to comment
Popular Post Flix 5,116 Posted April 27, 2017 Author Popular Post Share Posted April 27, 2017 Here's a batch of Wiki updates for Beta 8: Diablo 2 Fallen Quest Rewards Blood Dragon Lord de Seis Du'Rach Marauder Decrepify Blessed Hammer Inferno Blade Fury Dim Vision And here's the fancy stuff you've been waiting for: new videos 5 Link to comment
Popular Post Flix 5,116 Posted May 4, 2017 Author Popular Post Share Posted May 4, 2017 Demons have been added to the D2F Bestiary."The demonic forces of the Burning Hells have been at war with the High Heavens for aeons. The minions of Hell continually violate the pact to leave the world of Ancaria out of the war, therefore demons of all kinds can be found sowing evil throughout the world. Demons are some of the most dangerous foes the hero may encounter." Balrog Blood Diver Bog Demon Dark Stalker Death Mauler Demon Gremlin Demon Demon Summoner Demonic Eye Fiend Flame Sprite Frost Imp Infernal Siren Kerbos Mage's Curse Minion of Baal Misshapen Monkey Demon Seeker Succubus Tainted Vile Lancer 4 Link to comment
Pesmontis 166 Posted May 8, 2017 Share Posted May 8, 2017 The animation for 'Inferno' is new, isn't it? Link to comment
Flix 5,116 Posted May 8, 2017 Author Share Posted May 8, 2017 The animation for 'Inferno' is new, isn't it? It's "SM11". In the unmodded game it's used when the High Elf casts Cascading Shroud. The entries just needed an ["ATTACK"] line added to make the animations work for an offensive spell. Link to comment
Pesmontis 166 Posted May 8, 2017 Share Posted May 8, 2017 Wow, that's a very unusual edit, nice find! 1 Link to comment
Popular Post Flix 5,116 Posted May 8, 2017 Author Popular Post Share Posted May 8, 2017 Wow, that's a very unusual edit, nice find! I had tried it ages ago on the very first version of the mod and written it off as a failure. It was my original idea for the spell but it didn't work (it caused no damage). It was Dmitriy who suggested adding the crucial line in animation.txt. 2 Link to comment
gogoblender 3,070 Posted May 8, 2017 Share Posted May 8, 2017 The inferno effect is stunning. I watched it a few times right now, its hard to belive our litte old Sacred 2 can pump this out Love the way it puffs and dissipates away gogo 1 Link to comment
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