deogo 2 Posted October 23, 2017 Share Posted October 23, 2017 Necromanser fixes Revive casting so it doesn't "stun" hero when there is no bodies or clicked on enemy. It's much easier now to raise stuff in mid combat Sorceress teleport modifications 3 and 4 now work (brief invisibility/invulnerability) it's for D2F beta 9 you have to replace Sacred2\scripts\shared\spells.txt with attached file spells.txt 1 Link to comment
Flix 5,116 Posted October 23, 2017 Share Posted October 23, 2017 Wow, thanks dude. I'll see about importing these fixes in to v10 of Diablo 2 Fallen. I broke the invisibility/physical mitigation when I removed the 2 second timer from Teleport. I did this to make the spell spammable like in the original D2. Looks like I will have to rework the spell a little. The Necromancer Revive behavior isn't a bug really, it's exactly how Rallied Souls is designed in vanilla Sacred 2. The current setup means the Necro can only cast it on a corpse. The way you have it set he can cast it all the time. The enemy version of Revive works that way so there may not be any adverse effects on the player. I'll have to check. 1 Link to comment
deogo 2 Posted October 24, 2017 Author Share Posted October 24, 2017 Quote I broke the invisibility/physical mitigation when I removed the 2 second timer from Teleport problem in spellClass which was cSpellDrSprint and seemingly don't have implementation of stuff like invisibility or mitigation Quote The Necromancer Revive behavior isn't a bug really yeah, I remember 'features' like this annoyed me when I played sacred for the first time 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