Jump to content

Sacred 2 Downloads - DIMITRIUS'S CM PATCH ADDENDUM - 2023


Recommended Posts

@FlixJudging by the "spez" retrieval code, the ones supposed to work are "DRPC_RUNES" and "DRPC_POTION". I have found no obvious references to the bonus itself in any of the loot related functions, or any other, for that matter. I've never tested it, but it might be inactive.

Link to comment
1 hour ago, dimitrius154 said:

@FlixJudging by the "spez" retrieval code, the ones supposed to work are "DRPC_RUNES" and "DRPC_POTION". I have found no obvious references to the bonus itself in any of the loot related functions, or any other, for that matter. I've never tested it, but it might be inactive.

Ok I was not sure. I was using DRPC_ITEMS provisionally in v15.  But I notice in Addendum you're using DRPC_ITEMS but have it commented in as "Increased Potion Drops."  ("forge_material_magic_perc_dropchance_potion_rel")

This would make sense because potion drops are much lower in Addendum.  I just wasn't sure which spez I should be using.

Link to comment
6 minutes ago, Flix said:

This would make sense because potion drops are much lower in Addendum.

Done specifically as a gold sink + "don't feel too comfortable" solution. The old rate was truly obscene, like the whole land was full of healers and such, even at the Desert. Sacred Pharmacy 2)

Link to comment

Yes I think it might be more in line with Sacred 1 now, where every potion is a blessing.

In Sacred 2 you would have more than you'd ever need and end up selling most of them.

I love these new Alchemy-unlockable potion bonuses too.

  • Like! 1
Link to comment
7 minutes ago, Flix said:

I love these new Alchemy-unlockable potion bonuses too.

It was a spontaneous decision, borne of the "problem->solution" logic, where the problem was, that choosing the original "Alchemy" was contrary to common sense.

  • Like! 1
Link to comment

@dimitrius154  Can I ask you how the shapeshifting mechanics works now, in terms of the bonuses?

Does a shifted creature still use the bonuses and skills assigned to it in creatures.txt, or does it now use the Dragon Mage's creature entries exclusively?  I wonder if it's more like D2 which just cloaks the Druid in a different form instead of swapping it out for another creature.

Or is it like vanilla, but with the addition of inheriting all bonuses from equipped gear? In this case I will probably need to weaken the base Werewolf and Werebear forms to compensate.  Does it gain the DM's skills as well as its own?  In this case I may not try to do something fancy like giving the were-forms Alchemy when the Druid could just learn it himself and continue to use it while shifted.

Link to comment
14 hours ago, dimitrius154 said:

@Flix All shapeshifting skill invokers inherit the original stats, skills and boni. It was the most consistent thing to do, IMHO. However, extra CA derived boni might work, I've never tested that avenue.

OK I think I understand. The stats, skills and bonuses of the shifted creature are identical to those the DM/Druid. That is such a better implementation than vanilla. Now a dedicated shifter has some incentive to build up their base character instead of just reading runes.

So the CreatureBonus and CreatureSkill entries for 1994 and 1995 (the shifted creatures) are ignored completely and not added to those inherited from the DM?  I just want to be sure since Addendum still has those entries present in creatures.txt.

Link to comment
6 hours ago, Flix said:

So the CreatureBonus and CreatureSkill entries for 1994 and 1995 (the shifted creatures) are ignored completely and not added to those inherited from the DM?

That's correct. CA-side boni are added as expected.

  • Thanks! 1
Link to comment

A few more questions/observations:

"Appropriate equipment and character bonus-granted modifiers now have a chance(35% for single target attacks, 15% for Area of Effect attacks, 0% for temporary and permanent buffs) to apply to spell-based attacks."
For this change, can you tell me how the game determines what's single target, Area of Effect, or buff?  Does it use (I hope) spellclass?


"Bonus BONUS_INVISIBLE now works like a reasonable random chance of remaining undetected."
So it's not a radius anymore... then how does an enemy detect the player? Do enemies have a perception stat that perhaps improves with the Perception skill?

 

It looks like your Warding Energy Lore Trophies have an Alchemy-unlockable duration bonus.  The result seems to be that the Duration stays locked even though the main bonus has been unlocked by WEL. I went ahead a made a separate WEL-unlockable duration bonus for D2F.

Link to comment
On 3/27/2023 at 4:59 AM, Flix said:

can you tell me how the game determines what's single target, Area of Effect, or buff?  Does it use (I hope) spellclass?

There was no such original procedure, I had to invent it myself(works for spell-based attacks). The correct type is determined by checking for spellcontroltype ID's and checking for active area-related spell token entries, if the ID I question is ambiguous.

On 3/27/2023 at 4:59 AM, Flix said:

So it's not a radius anymore... then how does an enemy detect the player? Do enemies have a perception stat that perhaps improves with the Perception skill?

The Invsibility detection function had been modified to accomodate an equation juxtaposing stealth value, enhanced perception value and a random(0,1000) value at each tick.

Link to comment

Good afternoon! In the Swamp region, it is very difficult to complete quests with companions, they die, and quests fail. So, how in the game there is no way to load saves, maybe make quest companions immortal?

Link to comment
5 hours ago, Lorane said:

Good afternoon! In the Swamp region, it is very difficult to complete quests with companions, they die, and quests fail.

Good night!

That's kind of surprising, the damage to NPC's from NPC's is drastically reduced. You might have to heal escort targets, from time to time.

Link to comment
2 hours ago, dimitrius154 said:

@FlixI've managed to fuse the extra "TAUNT..." sound sets into the "SHOUT_ATTACK" event.

So enemies can now differentiate between the 7 different playable characters and also the alignment to deliver the full set of TAUNT voice lines when appropriate?

Link to comment

@dimitrius154 I've added a few more items to my original post of code-related issues for the D2F merge, namely some unexpected weapon restrictions, and item classification bonuses still appearing on tier 13 and above items.

Has anyone reported damage converters spawning without a conversion bonus? My bonuses in blueprint.txt match yours but only Fire is appearing. My poison and ice converters have part of the bonus text but not the target element, and when socketed, they don't seem to convert any damage. These are freshly purchased from vendors:

image.png.279cdc04f5ca1c3ab368ea6f81dacdb9.png

Link to comment
2 hours ago, Flix said:

So enemies can now differentiate between the 7 different playable characters and also the alignment to deliver the full set of TAUNT voice lines when appropriate?

That's correct. The procedure is: upon the "SHOUT_ATTACK" trigger, 65% chance to deliver "SHOUT_ATTACK"("TAUNT" changed to "SHOUT_ATTACK") voicelines, 35% to deliver "TAUNT..."(alignment/race - 50/50 chance) voicelines. 

Link to comment

@Flixhttps://drive.google.com/file/d/1sa9g3l8vh005tDwuZI4DrGjJjL6dfbTd/view?usp=share_link Solves the CTD problem, probably some of the other ones, as well. 

The DM's Magic Barrier mechanics has been completely rewritten. Have you tried the CA as is?

I can't replicate the "FX_DR_RINDENHAUT_C" issue. Do you use the latest Dryad model?

 

Link to comment
On 4/3/2023 at 1:15 PM, dimitrius154 said:

Solves the CTD problem,

Thanks, Berserk is no longer crashing the game.

On 4/3/2023 at 1:15 PM, dimitrius154 said:

The DM's Magic Barrier mechanics has been completely rewritten. Have you tried the CA as is?

No, I'm just trying to borrow the FX.  I'll give the full CA a try but unless it miraculously turns out to be a shoe-in for some other Necromancer skill I may be in trouble.

On 4/3/2023 at 1:15 PM, dimitrius154 said:

I can't replicate the "FX_DR_RINDENHAUT_C" issue. Do you use the latest Dryad model?

Hm, it works fine with your model. I may have to choose a different FX. Changing the base models tends to negatively affect the new hairtstyles and any D2F custom gear that was fitted to the old models.

 

I noticed one other thing: I am prevented from taking a singleplayer character into multiplayer; however I am not prevented from taking a multiplayer character into singleplayer mode.

Link to comment
On 4/3/2023 at 2:05 AM, dimitrius154 said:

That's kind of surprising, the damage to NPC's from NPC's is drastically reduced

Good night! For some reason, it is in the Swamp that enemies bite satellites much more strongly :) 

Also in the Swamp, in the shops of merchants, the goods are much worse than in the previous regions passed. If you teleport to humans or elves, in their shops the goods are "blue" and "yellow", and in the swamp "yellow" goods are not sold.

Link to comment
1 hour ago, Flix said:

Hm, it works fine with your model. I may have to choose a different FX.

It's not actually about the FX. In order to combat various mounted/on foot/NPC sloppy solutions I had to change the way the effects are attached to playable characters. A specific bone has to be present - "sfx_attach". 

1 hour ago, Flix said:

I noticed one other thing: I am prevented from taking a singleplayer character into multiplayer; however I am not prevented from taking a multiplayer character into singleplayer mode.

Yep, somehow missed the second part for the D2F exe. It's an anti-farming solution for quests, that give attribute/skillpoint rewards.

1 hour ago, Flix said:

unless it miraculously turns out to be a shoe-in for some other Necromancer skill I may be in trouble.

Teeth?)

Link to comment

Hello! The situation got even weirder... after some time after I left the Swamps for the Desert, the items from the merchants in the Swamp became the same as in the previous regions (there are "yellow" items for sale).

I haven't checked the satellite damage situation, perhaps it also stopped being so high in the Swamp and became the same as in previous regions.

But! In the Desert, merchants still sell only "white" and "blue". In addition, the Dragon boss does not appear in the Desert. There is an icon on the map, but there is no boss himself when I first got there.

Am I doing something wrong, or is this a bug?

Edited by Lorane
Link to comment
On 4/2/2023 at 11:10 PM, dimitrius154 said:

No such reports yet.

Ok it was an unfortunate constellation of coincidences that made me think that:

  • Some (but not all) of the damage type hashes have moved spots in global.res, so I was just missing the text.
  • Damage converters no longer update the damage bar of the weapon's tooltip to indicate converted damage (intentional? I thought it this change was only meant for the TG's battery sockets). So I thought nothing was happening.
  • Certain weapons don't display the ice mist FX, no matter how high the ice damage is. I just so happened to be testing on such a weapon. Weapon was "a_durach.GR2".  Is it the T-Energy FX interfering perhaps? All other damage types displayed their FX on the weapon, but not ice. And most other weapons display the ice mist as expected. Even if the coating is removed game-wide, there should be at least some visual effect to indicate ice.  I have the Add. frozen.shader in place, which I think is supposed to control this now.
On 4/4/2023 at 5:57 PM, dimitrius154 said:

A specific bone has to be present - "sfx_attach". 

Is this why the "stomp" FX comes out of my Werebear's head now?

On 4/4/2023 at 5:57 PM, dimitrius154 said:

Yep, somehow missed the second part for the D2F exe. It's an anti-farming solution for quests, that give attribute/skillpoint rewards.

Not that I imagine any D2F players will mind this change, but couldn't it have just been accomplished by managing the releasestage in the quest entries?

Link to comment
  • The title was changed to DIMITRIUS'S CM PATCH ADDENDUM - 2023
  • This topic was featured and unfeatured
  • The topic was featured

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...
Please Sign In or Sign Up