Popular Post Flix 5,116 Posted September 17, 2017 Popular Post Share Posted September 17, 2017 Another chunk of the CM 1.60 Changelog. Text and UI Fixes The GUI background is now less transparent so that text is easier to read. Grunwald, Swamp, Desert, and Girvym Dragons now display correct names in the "Last Opponent" window. Destructible "enemies" like Crystal Traps and Cursed Banners now have names in the "Last Opponent" window. Scaron boss now has a portrait in the "Last Opponent" window. Enemy names now fit better in the "Last Opponent" window without being cut off. Improved and clarified tooltip text for attributes. Damage modifier now appears in the Willpower tooltip if applicable (for lightsabers). Percents, not flat numbers, are now correctly shown in tooltips for Combat Discipline and Speed Lore. Corrected all instances where "Urtamark" is mispelled as "Urthamark." Corrected all instances where "Lakeview Tavern" is called "Ocean View Tavern." Corrected loading screen tips where "Cooldown" is used instead of "Regeneration Time" Corrected loading screen tips where "Frost" is used instead of "Ice." Corrected loading screen tip where CTRL+Click is said to be the command for directing minions, when in fact it is SHIFT+Click. Tornado and Gust of Wind are no longer called "Whirlwind" and "Flurry" in the rune exchange window. Master of the Hunt quest: Corrected mention of the city "Grurag-Orc" to the actual name of the city, Entruag. Sar'Thaz and Bengaresh Threshold now display their proper names onscreen when the player arrives, instead of "Arena of the Winged Ones" and "Red River," respectively. Corrected several lines in the various localizations that had incorrect or awkward translations (thanks to all the translators and bug reporters!). Using SHIFT+Click for minions was a big revelation for me. I thought directing minions was broken, when it turns out simply the game tip was wrong. See this post for more pics of the new, easy-to-read User Interface. Most of the missing enemy names were previously added in Diablo 2 Fallen. However, the names for the traps in the Crystal Plane and Cursed Forest are brand new. Poor Scaron never even had a portrait assigned to him. I had to make one from scratch. Big thanks to dimitrius154 for doing the necessary coding to get tooltips corrected for Willpower, Speed Lore, and Combat Discipline. He also figured the scripting necessary to get Bengaresh Threshold and Sar'Thaz names displaying properly. We erroneously thought it was a hard-coded issue for years. Read about the long and winding road leading to solving that bug here. MUCH appreciation to all translators who pitched in to get the CM Patch ready for all 10 localizatons. Caledor, Czevak, desm, thareross, dimitrius154, thank you! ==================================================== Quest Fixes Arena fighting rescripted (LUA code review: onRespawn). Quest targets in the Thylysium quest "The Usurer" will now appear and be attackable. There are no longer duplicate "Sister of the Archaeologist" NPC's standing in the same spot in Orcish Byway. Dragon Mage now makes comments when approaching quest bosses, like the other characters. All characters now have voiced comments when accepting new quests. The first three changes listed above are the work of quest script guru Marcuswob before he retired from the CM Patch. I carried them over from the previous test release. I believe the "Arena Fighting" refers to those quests with waves of enemies in arena locations. If you die during the quests, they should now resolve properly instead of glitching. I had Dmitriy pursue the issue of the missing "Quest Acceptance" voices mainly due to the persistence of one user, TonyG, who has been checking his topic for years, and also PM'd me about it. Tony, if you're out there, quest accept voices are finally restored! In the process, we also noticed the Dragon Mage was not making comments about the main quest bosses when he approached them. That's been fixed as well. 7 2 Link to comment
Androdion 884 Posted September 18, 2017 Share Posted September 18, 2017 Sounds better and better with each bit further unveiled! 1 Link to comment
gogoblender 3,070 Posted September 18, 2017 Share Posted September 18, 2017 11 hours ago, Flix said: Another chunk of the CM 1.60 Changelog. Text and UI Fixes The GUI background is now less transparent so that text is easier to read. Grunwald, Swamp, Desert, and Girvym Dragons now display correct names in the "Last Opponent" window. Destructible "enemies" like Crystal Traps and Cursed Banners now have names in the "Last Opponent" window. Scaron boss now has a portrait in the "Last Opponent" window. Enemy names now fit better in the "Last Opponent" window without being cut off. Improved and clarified tooltip text for attributes. Damage modifier now appears in the Willpower tooltip if applicable (for lightsabers). Percents, not flat numbers, are now correctly shown in tooltips for Combat Discipline and Speed Lore. Corrected all instances where "Urtamark" is mispelled as "Urthamark." Corrected all instances where "Lakeview Tavern" is called "Ocean View Tavern." Corrected loading screen tips where "Cooldown" is used instead of "Regeneration Time" Corrected loading screen tips where "Frost" is used instead of "Ice." Corrected loading screen tip where CTRL+Click is said to be the command for directing minions, when in fact it is SHIFT+Click. Tornado and Gust of Wind are no longer called "Whirlwind" and "Flurry" in the rune exchange window. Master of the Hunt quest: Corrected mention of the city "Grurag-Orc" to the actual name of the city, Entruag. Sar'Thaz and Bengaresh Threshold now display their proper names onscreen when the player arrives, instead of "Arena of the Winged Ones" and "Red River," respectively. Corrected several lines in the various localizations that had incorrect or awkward translations (thanks to all the translators and bug reporters!). Using SHIFT+Click for minions was a big revelation for me. I thought directing minions was broken, when it turns out simply the game tip was wrong. See this post for more pics of the new, easy-to-read User Interface. Most of the missing enemy names were previously added in Diablo 2 Fallen. However, the names for the traps in the Crystal Plane and Cursed Forest are brand new. Poor Scaron never even had a portrait assigned to him. I had to make one from scratch. Big thanks to dimitrius154 for doing the necessary coding to get tooltips corrected for Willpower, Speed Lore, and Combat Discipline. He also figured the scripting necessary to get Bengaresh Threshold and Sar'Thaz names displaying properly. We erroneously thought it was a hard-coded issue for years. Read about the long and winding road leading to solving that bug here. MUCH appreciation to all translators who pitched in to get the CM Patch ready for all 10 localizatons. Caledor, Czevak, desm, thareross, dimitrius154, thank you! ==================================================== Quest Fixes Arena fighting rescripted (LUA code review: onRespawn). Quest targets in the Thylysium quest "The Usurer" will now appear and be attackable. There are no longer duplicate "Sister of the Archaeologist" NPC's standing in the same spot in Orcish Byway. Dragon Mage now makes comments when approaching quest bosses, like the other characters. All characters now have voiced comments when accepting new quests. The first three changes listed above are the work of quest script guru Marcuswob before he retired from the CM Patch. I carried them over from the previous test release. I believe the "Arena Fighting" refers to those quests with waves of enemies in arena locations. If you die during the quests, they should now resolve properly instead of glitching. I had Dmitriy pursue the issue of the missing "Quest Acceptance" voices mainly due to the persistence of one user, TonyG, who has been checking his topic for years, and also PM'd me about it. Tony, if you're out there, quest accept voices are finally restored! In the process, we also noticed the Dragon Mage was not making comments about the main quest bosses when he approached them. That's been fixed as well. Great list of triumps, Flix Thank you for putting the work into these going-to-be-very-much-loved-updates! gogo 1 Link to comment
Popular Post Excelsior 56 Posted September 18, 2017 Popular Post Share Posted September 18, 2017 All this sounds great! Can't wait! First I just have to stop procrastinating for long enough to reinstall the game since it's apparently broken now for some reason:) The "Sacred 2 - game Server" app crashes, even in singleplayer, and it doesnt let me play theres a big and a sacred-sized hole in my heart 2 Link to comment
Popular Post Flix 5,116 Posted September 19, 2017 Author Popular Post Share Posted September 19, 2017 Here's another last minute update on the interface. CM Patch dev Czevak has supplied us with a brand new logo for CM 1.60. Thank you! You can see I also returned the loading screen font to its original glowing yellow. 3 Link to comment
Popular Post Dragon Brother 619 Posted September 19, 2017 Popular Post Share Posted September 19, 2017 I have to say, I've loved logging in today and reading all the changes. Great work to you and the entire team Flix, past and present. 3 Link to comment
Popular Post Yaohu 18 Posted September 19, 2017 Popular Post Share Posted September 19, 2017 heilige sche.... is denn scho weihnachtn? XD can't wait for release, a really big "thank you" to all members of the CM Patch Team, current or former. Without you, Sacred 2 would be a lot less fun 2 Link to comment
Popular Post Hooyaah 2,823 Posted September 20, 2017 Popular Post Share Posted September 20, 2017 Indeed, Flix. We salute you for all of the hard work. I was wondering if you still needed the original (vanilla files) because I have the original discs in their original plastic holder. One thing that I liked in the vanilla game is the original weapons. It was in Ice and Blood that some of them took on a different appearance depending on the sort of additional damage they deal. The originals looked more realistic to me. I am aware that both types are available for download but the updated weapons have some nice additional features/modifiers. This is just a minor point of contention that it's hardly worth note. Nevertheless, if you need those discs for whatever purpose they may serve just let me know. 2 Link to comment
Popular Post Flix 5,116 Posted September 20, 2017 Author Popular Post Share Posted September 20, 2017 Yes, Ice and Blood made several uniques and legendaries into "Crystal" weapons. The original models got relegated to random items. I restored most of the Fallen Angel designs in Diablo 2 Fallen. I am also restoring them in the upcoming "Enhanced Edition" mod I am developing simultaneously with the CM Patch. I had to a draw a line between Patch-worthy changes and "cool stuff I just want to do," the model reversions fell on the other side of that line. Much appreciated offer Steve, incidentally I've just finished picking the Fallen Angel files off of BrainMuncher. One thing of interest is the American global.res (game texts in the "locale" folder). As you know, Ice and Blood (and therefore Sacred 2 Gold) use the British texts, which had some notable differences. Might be nice to see what words the American version used. 1 1 Link to comment
Owl 7 Posted October 5, 2017 Share Posted October 5, 2017 (edited) 21 hours ago, Owl said: What about escort quests? I remember they were really annoying. Can someone explain me the current state of the escort quests? Do NPCs run away? Do they have low HP? Thanks. Edit: sorry for double post Edited October 5, 2017 by Owl Link to comment
dimitrius154 612 Posted October 5, 2017 Share Posted October 5, 2017 13 hours ago, Owl said: Do NPCs run away? Escorted NPCs are technically minions and are controlled by the minion activity distance radius. Decrease that and fragile NPCs would give you less trouble. Link to comment
Owl 7 Posted October 5, 2017 Share Posted October 5, 2017 33 minutes ago, dimitrius154 said: Escorted NPCs are technically minions and are controlled by the minion activity distance radius. Decrease that and fragile NPCs would give you less trouble. How can I change that? Will it affect monsters too? Thanks for your reply. Link to comment
dimitrius154 612 Posted October 5, 2017 Share Posted October 5, 2017 2 minutes ago, Owl said: How can I change that? Will it affect monsters too? Options->Controls->"toggle attack range for minions" key. Three fixed radius values present. Choose the smallest. Only allied creatures are affected. Link to comment
Owl 7 Posted October 6, 2017 Share Posted October 6, 2017 Is there any way of bigger UI font size? Link to comment
Popular Post Flix 5,116 Posted December 2, 2017 Author Popular Post Share Posted December 2, 2017 Simple but powerful update for the font used in inventory item stacks. In vanilla it was hard to read the number. It often blended into the icon. Now the font is set to have an outline. 3 Link to comment
AlexMrBison 5 Posted February 22, 2018 Share Posted February 22, 2018 The GUI background is now less transparent so that text is easier to read. How I put a little transparency, it's very black? Link to comment
Androdion 884 Posted February 23, 2018 Share Posted February 23, 2018 Try this: http://darkmatters.org/forums/index.php?/files/file/636-sacred-2-interface-skins-pack/ 1 Link to comment
AlexMrBison 5 Posted February 23, 2018 Share Posted February 23, 2018 9 hours ago, Androdion said: Try this: http://darkmatters.org/forums/index.php?/files/file/636-sacred-2-interface-skins-pack/ in the pak folder has another skin inside the graphics13.zip folder, this skin is blocking the first skin of the skin.zip folder, and I do not know if I can go back to graphics13.zip for the default that had dummy.txt in it. Note: I'm using CM 1.60 Link to comment
Androdion 884 Posted February 23, 2018 Share Posted February 23, 2018 Uh, ask Flix. He's the one who made the Skin mod. Link to comment
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