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NEW Project: Sacred 2 Purist Fixpack


Flix

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Posted (edited)

Another instance of jewelry not dropping with proper bonuses. I got lucky and dropped 2 of them, one with the proper 2 bonuses and one with only 1 bonus. Both dropped on my Shadow Warrior.

Necklace of Greed:

http://www.sacredwiki.org/index.php/Sacred_2:Necklace_of_Greed

greedbonus.jpg.5756ed83ca623b1658704a47fe843bb7.jpg

greednobonus.jpg.d8ca088df69b1f8b46e12fd842d07146.jpg

In every case so far, if a jewelry spawned with a missing bonus, it's been bonuses to the General Skills only. No other bonuses seem to suffer from this problem. Could it be some weird interaction with the usability roll? Meaning that in the first screenshot, the usability check for my Shadow Warrior failed, so it spawned with both bonuses, but in the second screenshot, it succeeded, but because SW does not have access to Bargaining, the bonus did not spawn?

 

16 hours ago, Hooyaah said:

Upon completion of the side quest, Dark Invocation, The Essence of Dark Matters still drops, but its "grey" junk. Perhaps, not a bug, that, it's merely an incidental observation. :agreed:

That's already been reported. A decision has to be made whether to keep the item and give it the proper bonuses, or remove it.

Edited by idbeholdME
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2 hours ago, idbeholdME said:

Another instance of jewelry not dropping with proper bonuses. I got lucky and dropped 2 of them, one with the proper 2 bonuses and one with only 1 bonus. Both dropped on my Shadow Warrior.

Necklace of Greed:

http://www.sacredwiki.org/index.php/Sacred_2:Necklace_of_Greed

greedbonus.jpg.5756ed83ca623b1658704a47fe843bb7.jpg

greednobonus.jpg.d8ca088df69b1f8b46e12fd842d07146.jpg

In every case so far, if a jewelry spawned with a missing bonus, it's been bonuses to the General Skills only. No other bonuses seem to suffer from this problem. Could it be some weird interaction with the usability roll? Meaning that in the first screenshot, the usability check for my Shadow Warrior failed, so it spawned with both bonuses, but in the second screenshot, it succeeded, but because SW does not have access to Bargaining, the bonus did not spawn?

 

That's already been reported. A decision has to be made whether to keep the item and give it the proper bonuses, or remove it.

I vote to remove it. It is the "Purist Fixpack," after all.

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At the archaeological excavation site at Dar AlBadja there is a large sealed vase that is emitting steam. When it is investigated, it is supposed to trigger the appearance of a genie who threatens destruction. However, he does not appear. The nearby archaeologists react as if he were present, regardless. So, there is nothing to do as there is in standard game-play. :dntknw:

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After rescuing the men from the attack by Stone Warriors during the auto-initiated Graverobbers quest at the ruins in the Central Bengaresh Desert, the men ask to be escorted to the nearest village. They do not show as "following" and the men stay put. Instead. "Buffy," Kernforce's dog from the New Book quest (which I has just completed before) shows as "following," although is not present. I went to the village and completed the quest, then saved and reloaded the game; the quest then showed a green check mark (completed) and the dog is no longer shown as following.

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Posted (edited)
1 hour ago, Lindor said:

I think this is why Fog/Water has no effect on the fur: If you take a close look, it actually affects the underlying skin (which uses the same shader), e.g. the head of the boars, only the fur itself remains unaffected because of the (hardcoded) anisotropic lighting used. There's nothing I can do in the shader file to fix this, I'm sorry.

Thanks for looking into it. At least now we know why it behaves this way, but hardcoded is hardcoded.

And yes, everything else gets affected, which is what made me notice it in the misty areas near the Nor Plat Border Wall or when kicking corpses under water. It's a very minor thing that you put entirely too much effort into researching :D  So thanks again.

Edited by idbeholdME
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Okay in theory I have it cracked. The fur does not shine through as much anymore, though for reasons explained the it's impossible to completely get rid of it. The problem rn is that it's super ugly, I can modify the brightness but I don't know how to get rid of the "striping" effect. Here are a couple of impressions of the evolution of the project:

Spoiler

BDddJBB.jpeg

HGJbVbp.jpeg

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pNzDrHW.jpeg

GeY2xVy.jpeg

 

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4 hours ago, idbeholdME said:

Regarding the Feed the Poor quest, is it intentional that it doesn't even award any XP for completing it?

I think that the original quest didn't give you any reward whatsoever, because the poor were... well, poor! But it's been a long long time since 2.40. :D

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7 hours ago, idbeholdME said:

Regarding the Feed the Poor quest, is it intentional that it doesn't even award any XP for completing it?

2 hours ago, Androdion said:

I think that the original quest didn't give you any reward whatsoever, because the poor were... well, poor!

In CM-patch, it gives you additional skill + attribute points. You need to reload the game though after finishing the quest in order for them to show up. Same as Ancaria Airlines. Don't know about PFP though.

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18 hours ago, Androdion said:

I think that the original quest didn't give you any reward whatsoever, because the poor were... well, poor! But it's been a long long time since 2.40. :D

I get the no monetary or material reward, but XP is experience. Don't really see anything wrong with it granting an XP reward for completion like every other quest in the game.

7 hours ago, Androdion said:

I was talking about vanilla though. The extra skill point is a CM Patch addition which I'm pretty sure was never in the original game.

I'm not really sure if the quest was even there in vanilla. I played a ton of it ages ago and this quest did not ring any bells when I did it after coming back this year. In the PFP, the quest is there but the extra skill and attribute points are removed.

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It really was a long time ago, probably some 10-11 years now since I've played vanilla Sacred 2. Maybe more since I had FA on DVD and then I bought Sacred 2 Gold on Steam, so I can't really say for sure. The idea that I have in the back of my mind is that since you were doing charity you didn't have any kind of reward from that quest, being that you were providing for the poor. Call it a piece of lore. Now, it may be my mind playing tricks on me, I can't really say for sure.

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This quest was published since the very first release. Reward was added in CM Patch.

Based on the notes in the original quest.txt (this thing is full of useful comments):

Quote

--Poor kitchen/soup kitchen still has to be placed
--Quest has yet to be placed
--Region not yet selected or final -> High Elves at the port selected for the time being
--(yet) no reward
--[fschuller]Please email me what reward it should be. We're gathering all the items we need right now. Thanks.

 

So they basically published it unfinished, with no reward.

The CM Patch idea to add the attribute & skill points reward was unique, making use of an otherwise unused reward possibility.

I guess it probably ought to just be XP for PFP.

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6 minutes ago, Flix said:

This quest was published since the very first release. Reward was added in CM Patch.

Based on the notes in the original quest.txt (this thing is full of useful comments):

So they basically published it unfinished, with no reward.

The CM Patch idea to add the attribute & skill points reward was unique, making use of an otherwise unused reward possibility.

I guess it probably ought to just be XP for PFP.

Agreed. :agreed:

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Posted (edited)

Come to think of it, the quest probably did not ring any bells for me because I played almost exclusively Shadow Campaign characters :evil:

But yeah. Judging by the notes, some sort of reward was intended, but they unfortunately never got back to it. The XP is a good neutral reward.

Edited by idbeholdME
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Posted (edited)

A couple monster XP related things could probably be improved when it comes to consistency.

1) Slave Outcast. One of the skins of this enemy seems to award double XP for some reason. This default skin gives normal XP:

normalxp.jpg.92a48a0a1746617f7988ac44f5e2c9bf.jpg

And this skin of the Slave Outcast (with the white face paint) gives roughly double of all the other versions, even though the stats are pretty much the same:

doublexp.jpg.abcc7e54e30c592cd6f83337b8c5f557.jpg

 

2) In the Seraphim hunting grounds, the Elite versions of most of the frozen enemies (Percalacin, Hucin etc.) barely give more XP than their base version.

 

I think I encountered a few more, but only started documenting these recently. Same as with the XP discrepancy I reported earlier with the Terror Boars, I'll keep my eyes open from now.

Edited by idbeholdME
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3 hours ago, idbeholdME said:

A couple monster XP related things could probably be improved when it comes to consistency.

I think I encountered a few more, but only started documenting these recently. Same as with the XP discrepancy I reported earlier with the Terror Boars, I'll keep my eyes open from now.

I appreciate it!  XP is such a tedious thing for me to test but I'd love to knock out these inconsistencies whenever possible.  Sometimes the reason is an incorrect template creature ID assigned, sometimes an enemy might be missing the "elite" flag (or incorrectly possess the flag), sometimes the bonus values are just wrong.

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I encountered a "phantom" item in my inventory. It was invisible and I couldn't get rid of it, but if I placed another item on top of it it would drop the other item and when hovering over it (still in the inventory) would read with the attributes of  the item I placed on it. Fortunately, when I reloaded the game my phantom item had vanished. It had taken up as much space as a large two-handed sword.

 

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  • 2 weeks later...

After completing the quest Will-O-Wisps in Eloeth-Sun, the Dryad Shaman thanks you for collecting the essences and she used to immediately conjure an elemental to protect the village. She waves her arms upward, but there is no elemental that appears. I reloaded the game and the elemental is still not there patrolling the small settlement.

:dntknw:

 

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Yeah it's same reason the Djinn doesn't show up.  I believe the Passive Water Elemental in Tyr Lysia is also the same, don't know if you skipped that quest.  I made new versions of these creatures in EE instead of them all being generic Ice Elemental clones.  I need to change the references for them in quest.txt back to the ice elemental in PFP.

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On 5/14/2022 at 8:58 AM, Hooyaah said:

At the archaeological excavation site at Dar AlBadja there is a large sealed vase that is emitting steam. When it is investigated, it is supposed to trigger the appearance of a genie who threatens destruction. However, he does not appear. The nearby archaeologists react as if he were present, regardless. So, there is nothing to do as there is in standard game-play. :dntknw:

Flix, I reported the Djinn not appearing as well. I have not skipped a quest so far to my knowledge.

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