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NEW Project: Sacred 2 Purist Fixpack


Flix

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Well, when I face Niob Narmul, gonna backup and try to find a way to not get hit :/

33 minutes ago, Lindor said:

I never found the Dragon Meteors to be the problem, for me it is always the fire breath, pretty much impossible to dodge. Nimonuil I never have any problems fighting with.

The breath is tough to avoid, but definitely does not oneshot (unless you are ignoring defenses), so you can live through it. But an unlucky meteor cast/unfortunate movement pattern of your character can. If the dragon happens to cast it just as you are doing some attack animation so you can't move out... RIP. A single meteor from Ordaurcil did 10K damage to me at level 120 Niob with 20% damage mitigation and like 10 of them fall.

Nimonuil was absolutely melting me even on Plat at like level 110. Places the ice DoT on you that ticks for about 8K damage and proceeds to whack you with the staff for 8K damage also (on Plat). On top of that, he has Reverse Polarity, making it so you can't attack him with ranged attacks and risk reflecting yourself to death. Nimonuil is definitely one of the tougher bosses for me and I never hesitate to pull out my strongest melee life leech weapon on him because it's just too risky otherwise. Luckily, spamming recovery potions is a viable option for him. He was the boss that made me learn to appreciate these little green treasures and now I use them quite regularly and always carry a stack of 100 of them in my inventory.

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Glimborin's Garments of Mutation do not all show the fog effect when in Whisperwood. I suspect this may be the same for other lighting effects as well.

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A couple strange NPC hostility notes, mostly in the Orc territory.

1) Shadow Campaign. After you eliminate the Grurag chieftain on the hill north of Ruka, you proceed down to the town from the mountains, where a fight is happening between Grurag and Ore-Thag. All good, but in the town itself are yellow colored guards. Those fight with any and all Ore-Thag clan members. As you can gather quite a few Ore-Thag party members from quests there, it results in them constantly fighting with the village guards even when you are just shopping the town or walking through. I'd probably make the yellow orcs neutral if possible. The battle before the town itself is fine, but the yellow orcs are hostile towards Ore-Thag.

2) Light Campaign. Once you are tasked with repelling the attack on Sloptok, there is a battle going on before the village gates. There are both Grurag and Ore-Thag orcs. However, the Grurag orcs spawned for the quest battle are hostile towards you and you can freely kill them. It also happens only the very first time. As the battle occurs every time you visit the area later on, the Grurag orc can no longer be attacked.

The village guards that are always there are fine.

EDIT:

The yellow clan is apparently called "Nur-Trak". ALT highlighted some of their archers near the temple of the gods in Tharak.

Edited by idbeholdME
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I never noticed before, but the temple guardians spawned by those thingies around the great machine room attack the nameless guardians in their untargetable energy state.

EDIT: Sorry, I wanted to post that in the EE thread, not here. Don't know wether PFP has the same bug.

Edited by Lindor
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Another jewelry piece dropped without any bonuses. Urtak's Sparkle

urtak.jpg.87b848ca838e9d9430a158845e84b227.jpg

http://www.sacredwiki.org/index.php/Sacred_2:Urtak's_Sparkle

Interestingly enough, it is supposed to have the exact same bonuses as the amulet I posted earlier (Denvera's Talisman) that also dropped blank. Bargaining and Enhanced Perception. The wiki also has the same note as Denvera - that it can drop without affixes on consoles. Could it be a problem specific to this affix combination?

Kinda bummed that I can't make use of the big Bargaining boost :sigh:

Edited by idbeholdME
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It seems to affect any + single skill bonus spawning on jewelry. It happens a lot with CM Patch/EE items because I made a lot of jewelry with skill bonuses and people would always report how the skill bonus would not spawn sometimes.  It's just one of those odd things that no modder has been able to puzzle out.

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10 hours ago, Flix said:

It happens a lot with CM Patch/EE items

This is wierd. It may be my memory again, but I play a lot of EE and before that I played a lot of CM Patch and I can't remember something like this ever happening to me. Well, besides when I force-dropped uniques at level 1 which of course didn't have any boni because some boni only get unlocked with later lvls (I think level 10?), but that doesn't count.

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The Quest "In the Name of God" will not complete. Haenir never appears in the cave and the front entrance never unlocks after entering the back way. The quest log does show Haenir as defeated but there is no green check mark and there is no resolution to the quest. I tried reloading and reentering repeatedly, but with no effect.

:dntknw:

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1 hour ago, Hooyaah said:

The Quest "In the Name of God" will not complete. Haenir never appears in the cave and the front entrance never unlocks after entering the back way. The quest log does show Haenir as defeated but there is no green check mark and there is no resolution to the quest. I tried reloading and reentering repeatedly, but with no effect.

:dntknw:

What version of the mod do you have installed? This was a problem a few versions back but it should be resolved now.

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A minor visual thing. Bonus to Mentalism Aspect is not written in red when you are playing a non-Dragon Mage character. Both screens are from my Shadow Warrior:

How other class aspects look:

nefa.jpg.521713921ec1056968538ca5683fd5c3.jpg

How Mentalism looks:

menta.jpg.bdc236135108f7194cc87693ebf1c670.jpg

Edited by idbeholdME
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45 minutes ago, idbeholdME said:

A minor visual thing. Bonus to Mentalism Aspect is not written in red when you are playing a non-Dragon Mage character. Both screens are from my Shadow Warrior:

I believe that's something that had to be fixed code-wise so currently the only resolution is in Dmitriy's Addendum. Same thing for the item filter in the options menu not always filtering properly.

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2 hours ago, Flix said:

What version of the mod do you have installed? This was a problem a few versions back but it should be resolved now.

I just downed your latest update, Ben.

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I found an unused human cook w/ chef's outfit in the game files.  Anyone actively playing through quests in Artamark please let me know if there's any quests with chefs/cooks where this character might belong. I can't think of any offhand but am still looking.

FCz4TkI.jpg

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39 minutes ago, Hooyaah said:

Ben, in Thylysium there is the quest, "The Best Omelette of Them All," involving Chef Poul Brotheuse. :agreed:

Yet, this character in a human and might well be inserted into an Artamark inn which serves good food. I could look and suggest one. After all, I did much travel writing on the topic all around Ancaria.

Near the bottom of this page is one which would work nicely, good sir.

Good ol' Poul. I actually already fixed him, he was yet another chef design that wasn't properly used in vanilla.  He was a generic elf noble, but now has the spiffy chef's outfit that was designed for him.

36-1642985397-936574251.jpeg

 

This is why I suspect our human cook may also have been intended for something special.  Of course I could always add him to a quiet spot like the feast hall in Urthak's Moxie.  Thanks for reminding me of that lovely place.  If you visit the locale in PFP you may find a few cats and dogs frolicking around to keep the residents company.

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27 minutes ago, Flix said:

Good ol' Poul. I actually already fixed him, he was yet another chef design that wasn't properly used in vanilla.  He was a generic elf noble, but now has the spiffy chef's outfit that was designed for him.

36-1642985397-936574251.jpeg

 

This is why I suspect our human cook may also have been intended for something special.  Of course I could always add him to a quiet spot like the feast hall in Urthak's Moxie.  Thanks for reminding me of that lovely place.  If you visit the locale in PFP you may find a few cats and dogs frolicking around to keep the residents company.

Yes, I recall when you adorned the esteemed chef in his proper attire. He fits the part so well now and can be seen later doing his rounds from between his restaurants and the dock area to procure the very freshest fish and vegetables. I wasn't sure if the Human chef was supposed to play the famous chef's part from the beginning. As our human chef is without a designated home, perhaps there is a missing quest. I found one that I hadn't seen before until the PFP which triggers when your character nears the lake northeast of the Derelict Manor north of Thylysium and there is a small family of high elves that need rescuing and escorted to Clearview. I have put more hours into Sacred 2 than I could possible enumerate, completing every quest, and I do not recall one with a human chef or one that seems to be needy of one.

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Thank you for finding all the missing content and hidden gems and making this game what it was intended to be so many years ago. No other person has done so much for this game due to a deep appreciation for it and your quest for resolving its bugs and flaws. :resp:

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Upon the completion of the Quest. "Manners Maketh Kobold," the Village Fool bestows his Jester's cap. However, it may only be worn by the Shadow Warrior, not the lovely High Elf. She should receive item number 3511 instead. I have always thought it "foolish" that the jester says, "after all, I'm the only fool in the village." Especially because, just next, to him is a duplicate of himself playing a stringed instrument."

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The Fool's Hat quest reward has kind of a sloppy design where a single blueprint containing all 7 hats is handed out, meaning the player gets a random hat each time. Maybe this was intended, but I suspect it was just corners being cut.

In order to ensure the class-specific hat gets handed out, 7 separate final quest phases need to be scripted, one for each character, with the correct hat as the reward for each.  I've been thinking about it for a while now, but have just been too lazy to do it, especially since the hat is total junk in vanilla.  Maybe in the next release...

1 hour ago, Hooyaah said:

I have always thought it "foolish" that the jester says, "after all, I'm the only fool in the village." Especially because, just next, to him is a duplicate of himself playing a stringed instrument."

:4rofl:

It may be possible to remove the duplicate and then have the Fool transition into the role of bard after the quest is completed. Or, more simply, I could just put a different bard there.

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I agree Ben, it's most probably a bit of corner cutting due to time and cost constraints. That's also the most likely reason that the fool's hat is complete rubbish. The Bunny Ears of Might may offer up a sweet Willpower bonus and up to three gold slots (very rare). It would be nice if the fool's hat were worth making ones character look the fool for a while. Also and ideally, it would be fun to see, upon completion of the quest, the jester pick up a guitar/mandolin and get busy playing riffs. Sacred 2 always surprises one with such astonishing and immersive details, the likes of which were unheard of at the time of its creation. Perhaps that is one big reason for its enthralling allure. :heart:

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hmm I think it may be possible to just script it in questscripts.txt. Just need to find out how to get the host's or quest deliverer's character race or creature ID. 

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Yeah, I think I got the Jester Hat for High Elf when I did it on my Shadow Warrior :P. If you really want the one for your class, you can save and quit repeatedly until the quest reward rolls the correct one. It changes on every reload, same as any other items rewards. I sometimes do it for quests that give yellow amulets (so that they roll with all skills).

Also, on topic of quest rewards items. The reward (TG leg piece) for the "Rusty Inheritance" Temple Guardian quest can roll with absolutely any affix. Any class, any aspect or skills. Don't know if it was intended or not. A couple examples:

Spoiler

pants1.jpg.14dc2a65645edca7f31f29bde29879b2.jpg

pants2.jpg.96308846918eb72d90c1a494efc159aa.jpg

pants3.jpg.4bac124ac3bf940ef5c03498ad66e036.jpg

 

As for a quest that could utilize the cook, I checked my completionist quest log on Silver and the only food related quest in Act 2 that would at least somewhat qualify would be the "Pumpkin Kobold Heart Soup". But not sure if it would really fit. Probably best to use him in the background somewhere.

Edited by idbeholdME
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9 hours ago, idbeholdME said:

As for a quest that could utilize the cook, I checked my completionist quest log on Silver and the only food related quest in Act 2 that would at least somewhat qualify would be the "Pumpkin Kobold Heart Soup". But not sure if it would really fit. Probably best to use him in the background somewhere.

I've added him as the Master Chef for "Food For All", at least in EE and D2F, unless his proper spot can be found.  Currently that NPC is a clone of Poul Brotheuse.

 

On 4/4/2022 at 10:06 AM, Lindor said:

hmm I think it may be possible to just script it in questscripts.txt. Just need to find out how to get the host's or quest deliverer's character race or creature ID. 

Something like this would probably work:

quest.setScript(1595,"OnTaskFulfilled",function(args)
Quest_1595_TA=false
end)
quest.setScript(1595,"OnWon",function(args)
changeCreature{
tcid=4257,
Behaviour="JOB_BARD",
}
Quest_1595_TA=nil
end)

Again, not appropriate for this mod but will be incorporated into the others.

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