idbeholdME 436 Share Posted October 16, 2022 (edited) Just got Benny's Promise as a drop from a boss. I compared the drop.txt from vanilla and PFP, and the Epic Office Quest jewelry set is present only in 1 drop list in the vanilla file, but it is in 3 of them in the PFP In vanilla, the set is present only in the "Droplist_Forge" drop list (no idea what this droplist is used for), but in the PFP, it is present also in the "Droplist_all_set" and "Dropliste_minisets", meaning it can drop as regular drop. I am going to remove this set from the regular droplists for myself, but I'd also change this in the PFP. The set should stay exclusive to the quest IMO. This set is also rarity 15, so it makes farming Legendaries a bit harder as it dilutes the pool. Edited October 16, 2022 by idbeholdME Link to comment
idbeholdME 436 Share Posted October 19, 2022 (edited) One small report: I am pretty sure that the shoulder piece from the Illuminated Skies Seraphim set - Northern Lights, can not drop in the game. I've collected every single set many times over, but have never seen these shoulders. Just checked all my mules and none have any. Stumbled upon this fact when I was trying to create the largest visibility range set possible and these shoulders are the best fit for that role. Just dropping the preliminary report here. Will try to check the droplists and blueprints to see where the problem is, but not sure I'm going to be capable of fixing it. EDIT: Probably found the reason. The shoulder piece has rarity tier 14, compared to 13 which all the other set pieces have. It is present in the droplists, so just haven't been lucky enough yet I guess. mgr.createBlueprint(2771, newBlueprint); newBlueprint = { id = 2746, name = "miniset_se_himmel_shoulder", palettebits = "1111111111111111", dmgvariation = 0, minconstraints = {20,14,0}, lvljump = 15, usability = 0, allotment_pmfpi = {1000,0,0,0,0}, uniquename = "unique", specialuseonly = 0, bonusgroup0 = {533,1450,10,9,0}, bonusgroup1 = {490,1350,10,9,0}, bonusgroup2 = {401,1200,10,9,0}, bonusgroup3 = {858,1000,10,9,0}, bonusgroup4 = {860,1000,10,9,0}, itemtypes = {8998,}, wearergroups = {'WEARGROUP_SERAPHIM',}, } Upon checking the rarity tiers of all the miniset items, it does indeed turn out that that pieces I've found the least of are those which have rarity 14. The only one I didn't get even once so far then is the Northern Lights. List of Seraphim set items that have a rarity tier 14 piece in them: Origin of the Seraish - Wings, Leg Illuminated Skies - Shoulders Infinite Revenge - Shoulders Turns out that I am also missing the Leg piece for the Origin set. Every class seems to have 3 or 4 set pieces which are rarity tier 14. But it's been that way even in vanilla, so not a bug. Makes me regret selling several of the Sereish Wings Edited October 19, 2022 by idbeholdME 1 Link to comment
idbeholdME 436 Popular Post Share Posted November 16, 2022 (edited) One more experience discrepancy: Cobold Chief - both the base and Elite versions give the same amount of XP. EDIT: Enemy behavior suggestion: Change the spell order for the leaping plants, so that their leap is first. This way, they jump on ranged heroes first to close the distance and then proceed to spit their close range clouds. Currently, they just stand there, doing absolutely nothing until they either die or you get in range of the cloud. I've been trying it out for a bit now and it makes them feel much better to fight, and also make them actually earn their name - Leaping Plant. The original devs obviously realized this in the Ice & Blood expansion, as the frozen version of the Leaping Plants has the leap first and the offensive spell 2nd. So this change would only improve consistency in their behavior. But I'd personally change it only for the plants that have the poison cloud attacks. For the Fire Plants (shoots fireballs), I'd leave the spell order as is. Works fine. And as for the Mutated Plants, they have 3 spells: entry0 = { "enemy_cone_poisoncloud" }, entry1 = { "enemy_frostball" }, entry2 = { "enemy_gen_battlejump" }, I'd change it to: entry0 = { "enemy_frostball" }, entry1 = { "enemy_gen_battlejump" }, entry2 = { "enemy_cone_poisoncloud" }, That way, they'll first shoot their long range projectile, then leap on to heroes that might be keeping distance and then use the poison cloud. The original attempt to fix this in the PFP was increasing their leap range. Which was a good change, but it still left the plants stuck, because they never got to using their jump in the first place. Overall, if the leap is not first, it basically makes the plants stuck as they can't move and the first spell they attempt to use has mediocre range. Really makes fighting them as a ranged character much more engaging and they are no longer just stationary XP piñatas I am 100% leaving it changed like this, but I'd also consider this a good change for the purposes of the PFP and count it as a monster fix. EDIT 2: As mentioned in this thread here (courtesy of Lindor): The "seraphim-angeldustfx-wings-var3_c" is missing the flag "SURFACE_FLAG_TENERGY" in surface.txt, leading to one of the variations of the Seraphim wings not animating properly. Adding the flag fixes it. EDIT 3: Beginning my foray into trying to mod drops, I've found a probable error in the "Droplist_all_weapon_from_rare" drop list. All rare shields are listed in it twice. It's blueprints 1354, 1356, 1358 and 1361, starting at entry 41. In the same droplist, "unlock_dagger_bladeofmages" is also listed twice at entry167 and entry 175. EDIT 4: Near the end of the game, after the Seraphim vs Inquisitor fight on the bridge, the Seraphim kills the Inqisitor and then attacks you if you are playing a Shadow character. She is holding a sword, but uses barehanded animations to attack (punches despite holding a sword). EDIT 5: The bronze Fuel mod for the Temple Guardian's Propelled Levitation currently states: "Decreases the cooldown gradually as Propelled Levitation levels up". It is however a one time decrease of the cooldown from 30 seconds to 20. No per level scaling. Edited December 2, 2022 by idbeholdME 2 Link to comment
Seferoth 0 Share Posted December 15, 2022 On 8/22/2022 at 12:35 AM, 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. How can I remove that experience reward from that quest? I want to fix this for my game as well. Link to comment
jabarto 6 Popular Post Share Posted December 17, 2022 I'm making my first post in like 6 years to say that I love this. The targeting and pathfinding fixes alone have made things feel so much snappier and better to play. 1 1 Link to comment
gogoblender 3,300 Share Posted December 17, 2022 10 hours ago, jabarto said: I'm making my first post in like 6 years to say that I love this. The targeting and pathfinding fixes alone have made things feel so much snappier and better to play. Good see you back jabarto, and always happy to see players still loving this game and the fabu work done by devs like Flix. Keep keeping Ancaria Safe and a happeeeeeeeeeeeeeeeeee Christmas! gogo Link to comment
jabarto 6 Share Posted December 17, 2022 6 hours ago, gogoblender said: Good see you back jabarto, and always happy to see players still loving this game and the fabu work done by devs like Flix. Keep keeping Ancaria Safe and a happeeeeeeeeeeeeeeeeee Christmas! gogo You too! I'm surprised and glad to see you're still active as well. Gaming forums like these are a dying breed. 1 Link to comment
idbeholdME 436 Popular Post Share Posted December 21, 2022 If anyone wants to get rid of the rapid fire ranged enemies and give them their melee weapon sets back, I reverted the responsible changes in equipsets.txt. Download link from dropbox here: https://www.dropbox.com/s/a8ax6nailvfrbz9/equipsets.txt?dl=0 Just replace the one in scripts/server with it. 2 Link to comment
gogoblender 3,300 Share Posted December 22, 2022 On 12/17/2022 at 5:40 PM, jabarto said: You too! I'm surprised and glad to see you're still active as well. Gaming forums like these are a dying breed. eeeeeeeeeeeeeeeeeeeeee... yah not many of old school style gaming forums left ..its funny how even the base things we thought were so natural have and are changing. A good game is GOOD though, and this one's got staying power even two decades later... omigod.. is Sacred an Antique?? gogo 1 Link to comment
Vishanka 240 Share Posted December 23, 2022 Just a question, is there any experience with Sacred 2 on win11? I'll upgrade tomorrow and just curious if it's still possible to play Link to comment
dimitrius154 614 Share Posted December 23, 2022 3 hours ago, Vishanka said: win11? Oh, crickets... no guarantees whatsoever with the stuff they've put into THAT thing. 1 Link to comment
idbeholdME 436 Share Posted December 24, 2022 (edited) Ranged Battle Extension on the Temple Guardian is firing 3 projectiles instead of the 2 in vanilla and using a different animation. Related to the discoveries regarding the ATTACKX animations, in the PFP, ranged Battle Extension is overriden to use SM24 (Double Hit CA) animation and launches 3 projectiles. In the vanilla, ranged Battle Extension is overriden to the gun ATTACKX animation, which launches 2 projectiles and looks somewhat different. Upon reintroducing the ATTACKX animation definition and changing the animation override in the PFP, it is behaving exactly as in vanilla, which would be the desired result for the PFP. It does however have one unintended side effect - it makes it possible to trigger the ATTACKX animation during normal, non CA attacks and it will only launch 1 projectile there. But worth the tradeoff I'd say. I've done a decent amount of general animation.txt fixing/animation syncing, so far mainly for the Seraphim and Temple Guardian. All characters can now also use their ATTACKX animations with melee weapons again (both unmounted and mounted). Also managed to make the Seraphim's pelvis skirt and hair animate during those ATTACKX animations. Fixes/reverts were done in a targeted fashion, mostly by cross-referencing with the original, unmodded animation.txt file. I've tested all the changes thoroughly and have been playing with it for a long time now. Can upload it for use in the PFP if desired, but the changes have been tested with the vanilla s2render.dll, so not sure how it would behave with the one included in the PFP (increased blending speeds), but I THINK it should be fine. If anyone wants to give it a go, just ask. Edited December 24, 2022 by idbeholdME Link to comment
jabarto 6 Popular Post Share Posted December 29, 2022 On 12/23/2022 at 2:51 PM, dimitrius154 said: Oh, crickets... no guarantees whatsoever with the stuff they've put into THAT thing. I'm using it on Windows 11 with no issues...or at least, nothing that wasn't the case back in 2013 or whenever I started playing this. :p Long as I'm talking about it, I'm moving on to the community patch. I don't like some of what it does but the glaring balance issues still in the game are getting too hard to ignore. Flix said this project might be a good stepping stone for people to decide if they want to play the CM and by George, it worked. 1 1 Link to comment
idbeholdME 436 Share Posted January 2, 2023 (edited) During the Shadow part of the campaign, where you bring the Alchemist to the prince, the voice line "quest_338_voice_start" plays after you first talk to the prince. It relates to the Garganthropod. However, you don't yet know about the scorpion, you learn about it AFTER the prince and the Alchemist talk, So if possible, could this line be moved to play after you talk to the prince a 2nd time, after he's had the talk with the Alchemist? Would make much more sense. Currently it goes: 1) Click the prince the first time, end conversation. 2) The line about Garganthropod plays. 3) Click the prince the 2nd time. 4) He tells you about having to go defeat the Garganthropod. So change the order of the above to 1, 3, 4, 2. EDIT: One suggestion. Currently, the Inquisitor's Zealous Doppelganger explodes into meaty chunks upon expiration. Seeing as the clone looks more like a ghost/energy, could it be changed into the explosion effects of ghosts/wisps? Would fit much better IMO. I am 99% sure it should be possible (the zombies in the Swamp used to explode on death but they no longer do) but I have little to no idea where I should look to change that. Edited January 12, 2023 by idbeholdME 1 Link to comment
idbeholdME 436 Share Posted January 23, 2023 Another catch for the items with unavailable bonuses for a given character - Inquisitor shoulders with Enhanced Perception based bonus: Link to comment
Flix 5,191 Author Share Posted February 7, 2023 On 10/11/2022 at 5:27 AM, jasperrayn said: Thanks for your work. As far as I understand the patch is only in English? If I play in another language, can I change the language? Currently only English language is supported. However, I am currently working on the next release which will support French, German, Spanish, Italian, Polish, Russian, and Hungarian languages. 1 Link to comment
Flix 5,191 Author Share Posted February 7, 2023 @idbeholdME Thanks for the continued reports. I've updated the to-do list for the 1.4 release. On 12/24/2022 at 1:23 AM, Dax said: Stupid question: Where is Flix? I'm here now. 1 Link to comment
Dax 510 Share Posted February 8, 2023 Well, welcome back then. And back in action immediately. After you did not show up anymore all of a sudden I thought that something might has happened to you. Lets go back to our mods then. 1 Link to comment
Flix 5,191 Author Popular Post Share Posted February 11, 2023 On 8/14/2022 at 3:07 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. Fixed these for next release. The proper event they should be tied to in soundprofile.txt is voice_victory. Also had to shuffle the hashes around in global.res since the game expects encoded text to be in place before it will play voiced lines. voice_ready would be appropriate after the player has accomplished an objective but has not yet reported in. All three of the above instances occur after the "report," therefore the voice_victory event should trigger the comments. On 1/2/2023 at 11:39 AM, idbeholdME said: During the Shadow part of the campaign, where you bring the Alchemist to the prince, the voice line "quest_338_voice_start" plays after you first talk to the prince. It relates to the Garganthropod. However, you don't yet know about the scorpion, you learn about it AFTER the prince and the Alchemist talk, Similar to the above, voice_victory is the correct event for this sound file to be tied to. Will be fixed in 1.4. On 1/2/2023 at 11:39 AM, idbeholdME said: Currently, the Inquisitor's Zealous Doppelganger explodes into meaty chunks upon expiration. This could be changed by adjusting the creatureinfo.txt entry to have a different blood type, BLOODFX_GHOST instead of BLOODFX_RED, for instance. The problem is this would affect the actual Inquisitor too, since the Doppelganger isn't actually a separate itemtype. He is a just duplicate Inquisitor with a ghostly FX overlaid on top of the model. On 11/16/2022 at 11:04 AM, idbeholdME said: Change the spell order for the leaping plants, so that their leap is first. Good idea. Implemented as you described. On 11/16/2022 at 11:04 AM, idbeholdME said: The "seraphim-angeldustfx-wings-var3_c" is missing the flag "SURFACE_FLAG_TENERGY" in surface.txt, "Droplist_all_weapon_from_rare" drop list. All rare shields are listed in it twice. It's blueprints 1354, 1356, 1358 and 1361, starting at entry 41. In the same droplist, "unlock_dagger_bladeofmages" is also listed twice at entry167 and entry 175. The bronze Fuel mod for the Temple Guardian's Propelled Levitation Spotted a wrong animation. 1-handed Pelting Strikes mounted on the Tiger. Cobold Chief - both the base and Elite versions give the same amount of XP. All fixed in 1.4. On 1/23/2023 at 4:56 PM, idbeholdME said: Another catch for the items with unavailable bonuses for a given character I'll review the usagebits again but if the usagebits are correct that's about all I can do for it. 2 Link to comment
idbeholdME 436 Share Posted February 11, 2023 (edited) Just as I am gone from the forums for a while, you make a comeback. Great to see that 1.4 is already cooking up I assume 1.4 will also include the reintroduction of the ATTACKX animations? If you have any questions about it, just ask, I've tested them and their behavior quite thoroughly and been playing with them enabled for a couple months now. Edited February 11, 2023 by idbeholdME 1 Link to comment
Flix 5,191 Author Share Posted February 12, 2023 3 hours ago, idbeholdME said: I assume 1.4 will also include the reintroduction of the ATTACKX animations? Catch me up to speed on this. Last I remember, the argument for including them was just that they looked cool. Was is it discovered they're actually doing something functional? It would have to be something fairly useful in order to justify the "guaranteed miss" effect that they have when they are included in the pool of left-click attack animations. Link to comment
idbeholdME 436 Share Posted February 12, 2023 (edited) 18 hours ago, Flix said: Catch me up to speed on this. Last I remember, the argument for including them was just that they looked cool. Was is it discovered they're actually doing something functional? It would have to be something fairly useful in order to justify the "guaranteed miss" effect that they have when they are included in the pool of left-click attack animations. They work completely without issues for melee weapons. Any normal, non-CA melee attack can trigger the ATTACKX animation and they actually strike twice. It is not a classical double hit that just doubles the last hit, but 2 separate hits. The appropriate weapon lore increases the chance of it happening. The % that shows up once you master it is the chance to trigger the ATTACKX animation, but it increases the chance of it happening even before you master it, just becomes visible at 75. Works both on foot and on mounts. It also does 3 hits instead of 2 when dual wielding and even cycles the weapons used for the hits, unlike weapon CAs. Ranged weapons can mechanically trigger the animation, but there is no way to actually make them fire two projectiles. So I'd bring them back for all melee weapons and leave the ranged weapons out. One thing that nothing can be done about is staves. If they were melee, they could trigger it fine, but since they are now ranged by default and use the same animations as normal 1 handed/2handed weapons, they can trigger them and only launch 1 projectile. The one case I mentioned with the Temple Guardian was that originally, the ATTACKX animation of pistols was used for ranged Battle Extension. As it currently is in the PFP, it has been replaced to use a different animation, which launches 3 projectiles. However, it originally launched 2 and used the ATTACKX animation. If the pistol ATTACKX animation is brought back for the Temple Guardian and ranged Battle Extension restored to use that animation, it behaves as in vanilla, launches 2 projectiles and uses the ATTACKX animation. But it also has the side effect that the Guardian can trigger it on his basic left click attacks. Other characters have no such occurrence, so it is just this one situation that requires a decision. EDIT: I can link you my animation.txt file if you want. Here you go: https://www.dropbox.com/s/i9qwgckkwx651sv/animation.txt?dl=0 - Restored melee ATTACKX animations. - Restored the ATTACKX pistol animation for Temple Guardian to be used for ranged Battle Extension animation. Side effect: can trigger on normal attacks and will only shoot one projectile while being slightly longer. - Optimized/increased accuracy of many of the timings. Haven't touched the overall animation durations, only changed some ATTACK timings around to fit more with the animations. NOTE: I'm using the vanilla animation blending speeds, so might look off with the sped up ones, didn't test that. - Added one more ATTACK occurrence to the Seraphim Pelting Strikes animation while mounted on the tiger. The animation included a paw swipe from the tiger that wasn't doing any damage. A small buff, but I prefer visual consistency in this case. - Also restored the ATTACKX animations for the Seraphim hair and Pelvis Skirt so that they animate properly when performing an ATTACKX with the given weapon. Edited February 12, 2023 by idbeholdME 1 Link to comment
Flix 5,191 Author Share Posted February 12, 2023 22 minutes ago, idbeholdME said: They work completely without issues for melee weapons. I'll test them. Not that you're not trustworthy, it's just blindly believing what I was told is why they're gone in the first place. 31 minutes ago, idbeholdME said: I can link you my animation.txt file if you want. May as well send it; running a compare function might be quicker than manually searching. Link to comment
idbeholdME 436 Share Posted February 12, 2023 (edited) 8 minutes ago, Flix said: May as well send it; running a compare function might be quicker than manually searching. Added link to my post. Even dimitrius sounded off in one of the threads that my assessment seems to be correct and he also restored them. He might also be investigating a bit more into it, so wouldn't hurt asking him if he found out anything about the melee/ranged check on the attacks. Edited February 12, 2023 by idbeholdME 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