Popular Post Flix 5,116 Posted September 20, 2017 Popular Post Share Posted September 20, 2017 Player Equipment Fixes Kickin' it into overdrive now. Loot, loot, loot. Sacred 2 players want their sweet drops, their killer stats, and their cool-looking gear. CM 1.60 delivers. ======================================================Item Drops: Added several missing Legendaries (Tier 15 items) to the proper drop lists. After studying the drop lists for a long time, I was able to identify that some Legendaries are just flat out missing. Triple-checking them against other Legendaries which actually drop properly, I saw that some corrections need to be made. This includes nearly all of the vanilla all-class mini-sets. Battery from Kendric's Archon set (Kendric's Core) now drops. Afirdnasy's Shuriken will now properly drop. Magic-tier Throwing Potions should drop more often now (corrected typo in drop lists). --------------------------------------------------- Item Appearance and SFX: Lightsaber ambient hum is now a more appropriate (quieter) volume. Improved visible seams on High Elf's base model. This was a side effect of bringing in new High Elf sets in CM 1.50. Pesmontis kindly updated the Elf's model to remove the seams on her torso and legs. Leg from the High Elf's Frozen Gems set (Blue Carbuncle) no longer flashes and glows. Boots and torso armor from High Elf's Children of Asha set receive improved models from dimitrius154. She had a double cape mesh on the torso, and the boot spikes would stretch when moving. Both now fixed. Inquisitor's Judicator set now has upgraded models and textures from dimitrius154. A big overhaul, now skeletal and spiky in design. Shadow Warrior's sets Scourge of Lordaeron and the Doom Guard Armor now have improved models and textures from dimitrius154. Wings from Seraphim's Genesis Siderea set (Star Meadows) no longer have bugged textures with black spots. 3 very small 1-handed longsword models are rescaled to be larger. 4 of the smaller 2-handed swords are rescaled to be larger and more appropriately proportioned. All bows in the game now have bowstrings. Thanks Pesmontis! 2 new clubs and 2 new shields added in CM 1.50 now have the metal shader. These items were extremely dull and dingy before, not befitting their unique status. Energy Weapons and Pistols now get damage type VFX applied. Yep, poison, fire, ice, and magic FX now all apply to energy weapons. Restored 8 item designs that were present in the CM Items Mod 1.2 but were removed for possible copyright issues (which are now resolved) when the mod was integrated into CM Patch 1.50. These are the Titan Quest and Torchlight Easter Egg weapons made by Silver Fox. --------------------------------------------------- Item Stats: Denderan's Reserve (Shadow Warrior set armor) now has its missing Malevolent Champion Focus bonus. Formerly it had Exalted Warrior Focus assigned, which usually wouldn't even appear. Ilgard's Visions (Inquisitor set armor) now has its missing Aspect: Gruesome Inquisition bonus. Formerly it had Aspect: Arrant Pyromancer assigned, which usually wouldn't even appear. Heart of the Hunter amulet (quest reward for Hunting Fever 2) now has its missing second bonus (Regeneration Time -X%). This bonus was already scripted but it will only appear on unique items, while the amulet was flagged as a rare item. So I simply increased the item tier to allow the bonus to spawn. The axes in the set Flesh Eaters' Implements now have improved base damage. Recurve Bows now have higher base damage than Long Bows. From Wikipedia: "A recurve bow stores more energy and delivers energy more efficiently than the equivalent straight-limbed bow, giving a greater amount of energy and speed to the arrow." They used to be in-between short bows and long bows. Now they're the premium damage-dealers. Ettolrahc Notwen's Recurve Bow is now classified as a Recurve Bow. "Opponent's Chance to Reflect: Close Combat -X%" modifier no longer appears on ranged weapons. Removed Block Chance: Knockback modifier from equipment because enemies no longer cause this effect. Replaced with Block Chance: Stun on uniques. Dragon Mage's combat arts, aspect regeneration, and aspect skills are now possible bonuses on most random items. This was a pretty egregious vanilla bug. Big thanks to jordan0422 who helped me list all the missing bonuses. Random Magic Staffs now have skill-unlockable bonuses based on the Magic Staff skill, just like other weapon classes. The skill "Magic Staffs" will now unlock: Normal: Casting Speed, Spell Intensity Magic: Block Chance: Combat Arts, Block Chance: Close Combat Rare: Chance to Halve Regeneration Time, Combat Art Range Magic Staffs now shoot ranged projectiles right from the start, even without the Magic Staffs skill. This fixes a serious exploit where a multi-hit weapon CA with staves could hit everything on screen (Darting Assault users, you know you're guilty). 4 3 Link to comment
Schot 407 Posted September 20, 2017 Share Posted September 20, 2017 Wow. Gamer's delight! Nothing makes a gamer happier than drops. Great work guys! 1 Link to comment
Caledor 27 Posted September 20, 2017 Share Posted September 20, 2017 Great. Simply great. Loving the daily highlights and can't wait for when the v160 will be released. 1 Link to comment
gogoblender 3,071 Posted September 20, 2017 Share Posted September 20, 2017 Quote Random Magic Staffs now have skill-unlockable bonuses based on the Magic Staff skill, just like other weapon classes. The skill "Magic Staffs" will now unlock: Normal: Casting Speed, Spell Intensity Magic: Block Chance: Combat Arts, Block Chance: Close Combat Rare: Chance to Halve Regeneration Time, Combat Art Range I love the small details like this. Random is so exciting, and keeps interest high. Great idea with this and the random staffs! gogo 1 Link to comment
Dragon Brother 619 Posted September 20, 2017 Share Posted September 20, 2017 More goodies! Nice work on the magic staff fix. 1 Link to comment
Androdion 884 Posted September 26, 2017 Share Posted September 26, 2017 Regarding magic staves, when dual wielding only one throws projectiles right? So if, say, you're intending on dual-wielding staves for playing "ranged" with projectiles it'll be the same as just wielding one right? I'm not accounting for CAs here, as I do know the Darting Assault case, I'm just speaking of the projectiles themselves. Link to comment
Popular Post Flix 5,116 Posted December 2, 2017 Author Popular Post Share Posted December 2, 2017 I want to fill you on some of the developments over the last two months. Mostly we've been refining and testing features, but some new things did slip in. Ranged projectiles now change color according to elements. In vanilla, only magic staff projectiles change color. Now all projectiles change color: arrows, throwing weapons, and energy weapons. Arrows: the final result you see here is more subtle than the prototypes shown previously in the development thread. Is physical is the damage type, arrows will have their normal vanilla appearance. Throwing Weapons: Applies to thrown daggers, potions, stones, and stars. If physical is the damage type, thrown projectiles have their vanilla fx (white streak). Energy Weapons: Note that the energy weapon itself also has the elemental effect attached now, like all other weapons. If physical was the damage type, the projectile would be the vanilla design, but I don't think there are any energy weapons with pure physical damage, so this wouldn't be seen. Skeletal Fortification and Malicious Totem: get special projectiles of their own. The one exception is the Temple Guardian battery projectile, which does NOT change color according to element, due to the mechanics of damage calculations. Lightsaber blades no longer flicker or vanish when they hit an enemy. I've personally never noticed this, but apparently it's fixed now. Magic Staff projectiles no longer appear to "pass through" enemies on impact. They now hit and explode, instead of passing through and exploding on the terrain behind the enemy. Forgot to take a pic of poison. 2 Link to comment
Popular Post dimitrius154 612 Posted December 2, 2017 Popular Post Share Posted December 2, 2017 (edited) 1 hour ago, Flix said: Lightsaber blades no longer flicker or vanish when they hit an enemy. I've personally never noticed this, but apparently it's fixed now Actually, every single weapon enchantment used to flicker, except blowguns, I believe. Enchanted Bows flickered on projectile release. And all weapon enchantments flickered during CA usage. "Flicker" is an incorrect term, though. They were not exactly flickering. The enchantment VFX went through off/on stage. The lightsabers were most noticeable, because they have a much longer switch off/on stage. That "functionality", as I see it, was a part of the original idea for enchanted weapons to emit sounds, when they hit opponents, like fire burning, ice cracking, poisonous shh, or something. The idea was abandoned, probably for annoyance factor reasons, like those on-hit Fangspeir Blade whispers you didn't like. But, as is tradition, the devs forgot to remove the triggering function call instances, turning an ear-candy into an eye-... well... not candy. Edited December 2, 2017 by dimitrius154 2 Link to comment
Androdion 884 Posted December 2, 2017 Share Posted December 2, 2017 Still regarding magic staves, since now they shoot projectiles from the get go their range has been diminished to a fixed value somewhere between a shuriken and a bow, so they now have a fixed medium ranged attack. It's no longer possible to snipe enemies at a long distance and on the edges of the screen as the projectiles' range is now much smaller. This along with the fix for the dual-wield exploit makes magic staves much more balanced and pretty much impossible to exploit. One direct consequence of this behaviour is that multi-hit CAs with magic staves will throw several projectiles, being that a dual-wield scenario with a magic staff in the primary weapon slot results in an interesting effect. 1 Link to comment
gogoblender 3,071 Posted December 2, 2017 Share Posted December 2, 2017 9 hours ago, Flix said: I want to fill you on some of the developments over the last two months. Mostly we've been refining and testing features, but some new things did slip in. Ranged projectiles now change color according to elements. In vanilla, only magic staff projectiles change color. Now all projectiles change color: arrows, throwing weapons, and energy weapons. Arrows: the final result you see here is more subtle than the prototypes shown previously in the development thread. Is physical is the damage type, arrows will have their normal vanilla appearance. Throwing Weapons: Applies to thrown daggers, potions, stones, and stars. If physical is the damage type, thrown projectiles have their vanilla fx (white streak). Energy Weapons: Note that the energy weapon itself also has the elemental effect attached now, like all other weapons. If physical was the damage type, the projectile would be the vanilla design, but I don't think there are any energy weapons with pure physical damage, so this wouldn't be seen. Skeletal Fortification and Malicious Totem: get special projectiles of their own. The one exception is the Temple Guardian battery projectile, which does NOT change color according to element, due to the mechanics of damage calculations. Lightsaber blades no longer flicker or vanish when they hit an enemy. I've personally never noticed this, but apparently it's fixed now. Magic Staff projectiles no longer appear to "pass through" enemies on impact. They now hit and explode, instead of passing through and exploding on the terrain behind the enemy. Forgot to take a pic of poison. I love the work that's gone into this especially the light saber pic slicing right through the enemy with the spurting blood bubbles intense and delightul... how satisfying gogo 1 Link to comment
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