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NEW Project: Sacred 2 Purist Fixpack


Flix

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12 minutes ago, idbeholdME said:

So you had already finished the quest a long time ago and one day, he just showed up after loading and didn't go away? Did you do anything specific? Did it happen after updating to PFP 1.3 or was it totally random?

Yes the Campaign is finished. I did nothing, just porting around, happened totally random.

I do not want to wipe my quests because it was a lot of work to do those I have :mellow: I'd rather make his model invisible :4rofl:

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1 hour ago, Vishanka said:

Yes the Campaign is finished. I did nothing, just porting around, happened totally random.

I do not want to wipe my quests because it was a lot of work to do those I have :mellow: I'd rather make his model invisible :4rofl:

Just delete or comment out his creature entry, if you're not going to proceed on to other difficulties and repeat the quest.

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Noticed a probable bug regarding the "Attack is the Best Defense" quest in El Darrag. Seems like an extraneous quest step. Noticed it when I started farming in Free Play recently (nearest teleport to Holos).

Right after entering the game, the quest marker in El Darrag is already present on the map:

quest.jpg.a58fe5fd678a71ebab95107b33418eb3.jpg

Upon teleporting there, this invisible quest step immediately gets completed and even XP is rewarded:

XP.thumb.jpg.ef9033752dff8098b128182f947388a2.jpg

 

Not sure if it's related to the fix regarding how the fight in the village was not starting properly, but if this quest step is required, it would be nice if at least the XP reward was removed. Not that I mind getting an XP injection every time I run to Holos, but feels a bit cheap :D 

Edited by idbeholdME
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2 hours ago, idbeholdME said:

Noticed a probable bug regarding the "Attack is the Best Defense" quest in El Darrag.

This dang quest gives me so much trouble.  I made an "invisible" reaching quest in order to make the the battle trigger correctly, because the old trigger was somehow broken.  Guess I left an XP reward in place for this quest that shouldn't be there.

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Playing the dryad for two days :lol: I discovered some issues, maybe you can come up with a solution.

1. Tangled vines

It does have the same problem as icy evanescence of the temple guardian and sometimes will just pop the cooldown without actually activating. 

Those are the only two spells that showed that behaviour for me so far, maybe it's something about the animation or graphics that will prevent it from activating... I thought maybe the range, when the enemy walks out of range while I'm casting, but I haven't tested that thoroughly and it wouldn't fit for Temple Guardian. (Edit: range does not matter)

It would be so much better if the spell was reliable.

 

2. Totem and forest flight 

It often happens to me that my estimation goes wrong and my teleport to another location is too far away for the game so that my totems despawn within the laggy transmission frame.

I usually need the teleport in dire situations and if my totems that are my damage source despawn all I can do is run for my life 

Maybe there can be done something about that too, limit the range or change the transmission or make the game keep the totems

I'd be glad to help and test a few things to make it a smoother gameplay experience so of you have any ideas...

 

Edited by Vishanka
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19 hours ago, Flix said:

This dang quest gives me so much trouble.  I made an "invisible" reaching quest in order to make the the battle trigger correctly, because the old trigger was somehow broken.  Guess I left an XP reward in place for this quest that shouldn't be there.

Removing the XP is enough. The quest step counts towards the quest Set Drop too (had it drop a Set Item for me), but that is such a small thing it can be ignored.

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I don't know if it's very important for someone.. But any of mobs can't hurt each other when Purist Fixpack is active. For example elven brigands and kobolds fight each other, but do not apply any damage on each other. Same with city guards when they trying to attack someone. 

Edited by gravebreakerlamia
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On 8/22/2022 at 2:45 AM, Vishanka said:

Tangled vines

It does have the same problem as icy evanescence of the temple guardian and sometimes will just pop the cooldown without actually activating. 

I'm having trouble recreating this issue.  Do you have the spell in a combo?

On 8/22/2022 at 2:45 AM, Vishanka said:

It often happens to me that my estimation goes wrong and my teleport to another location is too far away for the game so that my totems despawn within the laggy transmission frame.

Could probably cut down the range of Forest Flight, though that would effectively nerf the spell so I wouldn't want to make it part of the mod.

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8 hours ago, Flix said:

I'm having trouble recreating this issue.  Do you have the spell in a combo?

No but with the temple guardian it does not matter if it's in a combo or not so I don't expect it to change when I put it in a combo

 

8 hours ago, Flix said:

Could probably cut down the range of Forest Flight

Perhaps it's possible to change the totems since nothing else despawns, why do they?

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22 hours ago, gravebreakerlamia said:

I don't know if it's very important for someone.. But any of mobs can't hurt each other when Purist Fixpack is active. For example elven brigands and kobolds fight each other, but do not apply any damage on each other. Same with city guards when they trying to attack someone. 

18 hours ago, Neovita said:

In my understanding of the options it is caused by the

NpcFightDamageDownScaling = 50

value in line number 70 of the balance.txt file.
In Vanilla that value is set to 500

Huh. It felt a little weird when I started playing with the PFP, seeing NPCs doing nearly nothing to each other, but I wrote it off as my memory failing me and never looked into it further. So they were actually doing 5% damage to each other instead of 50%. Nice catch.

 

Speaking of NPCs hitting each other, let me bring up a thing that I've been pondering for quite a while.

I think I've come to the conclusion that the killable quest NPC companion durability has been increased a bit too much. Yes, originally they fell over a bit too easily but now, you have to be actively trying for a quest NPC to ever come near death (or their health to move at all for that matter as their regen now usually outheals any incoming damage), usually having to AFK for like a minute or two before 5 enemies eventually whittle down a random quest companion soldier. Well, I mean, if you take them into the middle of a horde of spitting spiders, they will eventually die, but it feels a bit too extreme, especially since you can easily heal them with potions. I feel like a better middle ground could be found.

Not sure if the durability increase has been done by giving the quest NPCs massive amounts of health or mitigation, but at least halving their current durability (40% of current durability would seem OK from observation) would be nice IMO. There is basically no longer any risk of quest NPCs ever dying, which is an aspect I feel should not be completely eliminated. But it is true that in vanilla, it was a bit too extreme on the other side, so fully reverting it would probably not be optimal either.

Would love to hear the opinions of others on this.

Edited by idbeholdME
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On 7/27/2022 at 4:45 PM, idbeholdME said:

Add the "enemytype_humoutlaw" lines to the same pool as "enemytype_human"

Done. Soundprofile.txt, changed event for all these entries from "SHOUT_ATTACK_THIEF" to "SHOUT_ATTACK_HUMAN."

On 7/27/2022 at 4:45 PM, idbeholdME said:

Not sure if possible, but would be nice if "enemytype_giant" lines could play when fighting Ogres and Trolls.

Can't find any way to make this work.  There's no coded sound events tied to their classifications.  Best I could do is lump them in with some other existing type like Orcs.  Might also be possible to change their classification in itemtype.txt but that would probably mess up other things.

On 7/27/2022 at 4:45 PM, idbeholdME said:

A potential use could probably be found for the "combatspe" voice lines.

These should already play as the death screams when your character dies.  event = "DEATH_SCREAM"

On 7/27/2022 at 4:45 PM, idbeholdME said:

Voice lines for Gahanka and Terus.

I should be able to make it work the same way it works for other bosses. These lines are already scripted the same as for the campaign bosses in soundprofile.txt (I.e, event = "APPROACH_BOSS", id = "10").  I think the reason it doesn't trigger is because these bosses lack the "CLF_BOSS" in their itemtype entries.  It's also possible the game just doesn't have the necessary code to recognize which bosses have the ID's of 10 and 11.   In that case I can make the voices trigger through the quests themselves.

On 7/27/2022 at 4:45 PM, idbeholdME said:

Taunt voice lines.

I don't think the game can selectively dole these out based on the character being played. If it could, it would already be doing so since the lines are fully scripted in soundprofile.txt.  The fact that they don't trigger tells me the events are not valid and need to be changed to some event that is working.  Unfortunately that would mean the taunts would get tossed out randomly like any other combat shouts.

On 7/28/2022 at 1:45 PM, idbeholdME said:

"endmob_08". It is the approach voice line for Nimonuil.

Looks like the same problem as Terus and Gahanka. Nimonuil doesn't have the Boss classification in itemtype.txt.  Should be fixable.  If it doesn't work, then the quest trigger idea may not work though if there's already voiced lines post-conversation.

On 7/28/2022 at 1:45 PM, idbeholdME said:

1) quest_747_voice_ready - Should play after you rescue and talk to Dyria in the bandit camp. Light Campaign characters only.

2) quest_737_voice_ready - Should play after talking to the Liosilath hologram in the Kral temple the 2nd time. Light Campaign characters only.

3) quest_759_voice_ready - Should play after talking to the Nimonuil hologram in the Kral temple the 2nd time. Shadow Campaign characters only.

I'll check on these.  Might be missing text in global.res, incorrect event ID's in soundprofile.txt, or something else.

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On 8/27/2022 at 11:42 PM, Flix said:

Can't find any way to make this work.  There's no coded sound events tied to their classifications.  Best I could do is lump them in with some other existing type like Orcs.  Might also be possible to change their classification in itemtype.txt but that would probably mess up other things.

Unlucky. Thought it might be possible, seeing the Lizardman-Dragon distincion and how they play different lines.

 

On 8/27/2022 at 11:42 PM, Flix said:

These should already play as the death screams when your character dies.  event = "DEATH_SCREAM"

That would explain why I don't remember hearing them, as I rarely die. Good to know.

 

On 8/27/2022 at 11:42 PM, Flix said:

I should be able to make it work the same way it works for other bosses. These lines are already scripted the same as for the campaign bosses in soundprofile.txt (I.e, event = "APPROACH_BOSS", id = "10").  I think the reason it doesn't trigger is because these bosses lack the "CLF_BOSS" in their itemtype entries.  It's also possible the game just doesn't have the necessary code to recognize which bosses have the ID's of 10 and 11.   In that case I can make the voices trigger through the quests themselves.

I think that making it the same way as other bosses is only going to work for Gahanka. Normally, the boss voice line triggers when you cross a certain radius around the boss. But Terus fight starts through conversation. To make the usual boss line trigger work, he'd already have to be hostile before you go near him or the event will not trigger. The easiest solution for Terus would be making the voice play after clicking the button in the conversation with him, if possible.

 

On 8/27/2022 at 11:42 PM, Flix said:

Looks like the same problem as Terus and Gahanka. Nimonuil doesn't have the Boss classification in itemtype.txt.  Should be fixable.  If it doesn't work, then the quest trigger idea may not work though if there's already voiced lines post-conversation.

I don't think it's going to work for the same reason as Terus: fight starts through conversation. And Shadow campaign characters already say a voice line after the conversation anyway (quest_776_voice_prefight), so the universal solution wouldn't work. I only saw it as an opportunity to use the endmob line in the same manner for Light characters: to trigger it after the conversation with Nimonuil so they at least say something.

 

On 8/27/2022 at 11:42 PM, Flix said:

I don't think the game can selectively dole these out based on the character being played. If it could, it would already be doing so since the lines are fully scripted in soundprofile.txt.  The fact that they don't trigger tells me the events are not valid and need to be changed to some event that is working.  Unfortunately that would mean the taunts would get tossed out randomly like any other combat shouts.

Sad to hear, especially that they are even fully scripted, just don't play :(

Playing them at random is not a good choice, as many of them are specifically tailored to a certain character so it would not fit.

Well actually, one taunt category could be made to play randomly and would fit fine. The "tauntall" lines, which are just generic taunts. Giving them the same category as either the "approch" lines or "attackshout" lines could work. By the way, do enemies use the "approch" lines at all? I thought they did, but just checked a couple from some of the more common enemies and it seems like they do not (don't remember hearing them).

That'd be 10 restored voice lines per (a talking) enemy right there.

 

Either way, thanks a ton for looking into this. The voice lines are one of the more unique aspects of the game (the combat in other ARPGs doesn't feel nearly as lively :D ), so squeezing the most out of it is defnintely welcome.

Edited by idbeholdME
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9 hours ago, idbeholdME said:

seeing the Lizardman-Dragon distincion and how they play different lines.

That's because these two enemies have classifications in their itemtype entries that are both accounted for as valid, separate events in soundprofile.txt:

"SHOUT_ATTACK_DRAGON"

"SHOUT_ATTACK_LIZARD"

But there's no SHOUT_ATTACK_TROLL or OGRE, only closest events are ones for kobolds, orcs, and goblins.

9 hours ago, idbeholdME said:

Normally, the boss voice line triggers when you cross a certain radius around the boss. But Terus fight starts through conversation.

Shouldn't matter if the fight has started yet or not.  You're still approaching the exact same creature when you're walking up to them, even if it's just to talk.  But we'll see after testing.  Or you can go ahead try it.  Just change the classification for Terus & Nimonuil to classification = "CLF_BOSS", in their itemtype entries.  Itemtypes 6824, & 6666, respectively.

Gahanka will need a new itemtype entry (assuming this works) so that every single generic troll warrior doesn't have classification boss.

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15 hours ago, Flix said:

Shouldn't matter if the fight has started yet or not.  You're still approaching the exact same creature when you're walking up to them, even if it's just to talk.  But we'll see after testing.  Or you can go ahead try it.  Just change the classification for Terus & Nimonuil to classification = "CLF_BOSS", in their itemtype entries.  Itemtypes 6824, & 6666, respectively.

Well, for Terus, it might be OK. But wouldn't this solution make the line play every time a Shadow Campaign character walks near Nimonuil? Happens multiple times in the Shadow campaign. Also not sure if all the lines would logically fit if they played before actually talking to him.

Edited by idbeholdME
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Found this issue, any idea what's happening here?

That's he-magic-boots-var1_n, also uses he-magic-boots_n

I can't find an issue with the textures, they are where they are supposed to be and look like they are supposed to look

wYFvpC4.png

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3 hours ago, Vishanka said:

Found this issue, any idea what's happening here?

There was a vanilla bug where the high elf's magic boot itemtypes were scripted to look for similarly-named Shadow warrior magic boots textures, but I thought I fixed that in the first PFP release.  I'll check again.

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  • 2 weeks later...

Just posting a couple more instances of the Devout Guardian Focus on Seraphim hand armor. Same base item both times:

DGF.jpg.d83c85e5518fcec6dcbba83292c41b31.jpg

DGF2.jpg.4b395e82ef13a270da183dfe5989ea97.jpg

This should confirm that it's not caused by the isUsable flag as both of them have a a bonus to a Seraphim skill and a Devout Guardian Focus bonus.

EDIT:
Another one:

DGF3.jpg.068350942656c8219df9cb00d3fef02f.jpg

DGF4.jpg.ac2182801f906d3bdf6c758d05563ee2.jpg

Edited by idbeholdME
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  • 3 weeks later...
On 8/24/2022 at 10:49 PM, Neovita said:

In my understanding of the options it is caused by the

NpcFightDamageDownScaling = 50

value in line number 70 of the balance.txt file.
In Vanilla that value is set to 500

An update regarding this. Happy to report that restoring the original number also fixed the insane tankiness of quest NPCs. Wasn't expecting it to also be governed by this balance.txt entry, but turns out that this was the original adjustment for it. The occasional fights between NPCs you can encounter throughout the game are now relevant again, as they are dealing noticeable damage to each other again instead of just wailing at each other for hours, moving their health bars 1mm at a time. No wonder it felt a bit too much as it lowered the NPC to NPC damage by 90% (5% vs 50%). Good to know that everyone can fine-tune the number to their liking. Better stay on top of your escort game now :D 

I also managed to remove Boneslicer from the droplists and should now only drop from the Undead Legion quest. Even though it was that way even in the vanilla, it really felt weird that what I though to be a quest exclusive reward could also drop as a random Legendary.

Edited by idbeholdME
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8 minutes ago, idbeholdME said:

 

I also managed to remove Boneslicer from the droplists and should now only drop from the Undead Legion quest. Even though it was that way even in the vanilla, it really felt weird that what I though to be a quest exclusive reward could also drop as a random Legendary.

I remember those great swords being the hall mark of a superb double wielding build... the fact that you could count on it to drop made it thrilling and a part of the build that could be scaled properly

 

:)

 

gogo

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On 10/5/2022 at 12:04 AM, gogoblender said:

I remember those great swords being the hall mark of a superb double wielding build... the fact that you could count on it to drop made it thrilling and a part of the build that could be scaled properly

Well at the same levels, the weapon is decent when compared to others, The problem with Boneslicer is that the quest gives it to you at character level. Meaning that once you reach the higher levels and have a high Survival Bonus, other Unique weapons will be dropping 20+ levels higher, meaning they usually outscale the Boneslicer as far as damage goes.

I actually see the main strength of the Boneslicer in the Chance to Halve Regen time bound to Sword Skills. If you can equip 2 and pump Sword Lore to high levels, you could probably get to 70-80% chance to halve regen just from them. Top it off with one or 2 amulets/rings and you are easily at 100%.

Edited by idbeholdME
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