BedGame 0 Posted July 2, 2023 Share Posted July 2, 2023 15 hours ago, dimitrius154 said: Putrid Defilers appear only on Pandemonium mode here are three screenshots, from three different modes. Link to comment
BedGame 0 Posted July 2, 2023 Share Posted July 2, 2023 maybe something else needs to be connected to the "Patch Optional Addendum"? Can there be some kind of kernel like in the "Enhanced Edition"? , I just did not find instructions for proper installation. show how the list of active mods should look like in the "Generic Mod Enabler", I have it like this, the patch folder and the Russian localization was placed in the mod folder with confirmation for the replacement. all right? Link to comment
dimitrius154 612 Posted July 2, 2023 Author Share Posted July 2, 2023 6 hours ago, BedGame said: here are three screenshots, from three different modes. I see, incorrect spawn.txt entries. The issue will be fixed on the next release. 1 Link to comment
dimitrius154 612 Posted July 2, 2023 Author Share Posted July 2, 2023 20 hours ago, Flix said: Do be aware the change log in the lead post says otherwise. Yes, I've erroneously retconned the function for non-D2F Addendum editions. 1 Link to comment
klinklang40 4 Posted July 27, 2023 Share Posted July 27, 2023 Hi I installed this mod and started a dragon mage character. I got 0 set items from either quests and bosses so I tweaked balance.txt for a bit but problem is I only get mark of the dragon set rn I wonder if I play at normal drop rates do I get always this set or is this kinda a bug? Link to comment
Popular Post dimitrius154 612 Posted July 28, 2023 Author Popular Post Share Posted July 28, 2023 20 hours ago, klinklang40 said: do I get always this set or is this kinda a bug? There's been a few reports of anomalous drop rates. Working on it. 1 1 Link to comment
bestreducer 5 Posted August 19, 2023 Share Posted August 19, 2023 Hey! I'm new here. Have some bugs besides that mentioned before. First - a question. Can I double-hit with LMB attack using TG's Battle Extension? Didn't figure it out, cause big shoota/choppa is just better than just smol choppa 1) If I use any smith rune on item, with resulting item equipped, my damage goes up for no reason when I miss or use CA. Damage is real, don't just in GUI. With 20 runes in items and pelting strikes damage become really huge. Works with any runes. It appears with effect that looks like "Damage of enraged players" booster. Is there video links allowed? 2) energy shield(for both seraph and TG) have regen that applied also from HP regen, so shield regen is higher than hp regen 3) at pandemonium mode I can't normally go to some bosses because of locked doors. It can't be opened. TG and HE can move through it though, works as good as dismounting animation in front of door (dismounted character just squish on the door or next through it). 4) that was mentioned, but I think it's need to say - health pots. small potion heal about 10-15% hp in silver with maxed alchemy, medium ones appears(mostly) after 75 level, when small ones with skill become usable. Most disturbing thing about it is healing for 1hp with second pot if space pressed twice. So I think that it was best in sacred 1 that medium pots in merchant's stock at level 1 will be good, just to have 20-30+% heal (without alchemy skill) for some... stunning situations. And/or add healing% behind non-mastery alchemy (for example 15% without skill and 15%+10% with skill) Also encountered some funny items with flashing names - one word of item name changes between 2-3 variants each second and one issue - enemies at some locations spawns but don't do anything (for 1-2 minutes). I play with some guys (with good enough pc as server) through Radmin VPN(works with everything, simple and already have servers for sacred1-2), all of them have exact GOG version as mine. Connection is good and don't ever go to 100%, but when I encounter too much of mobs staying still, game crashes. It happened with CM-patch and EE mod but game don't crash and it doesn't need to wait for more than 10-15 secs 1 Link to comment
dimitrius154 612 Posted September 14, 2023 Author Share Posted September 14, 2023 On 8/19/2023 at 7:29 PM, bestreducer said: First - a question. Can I double-hit with LMB attack using TG's Battle Extension? Didn't figure it out, cause big shoota/choppa is just better than just smol choppa The Battle Extension Double-Hit is a separate mechanics/ Yes, you can. On 8/19/2023 at 7:29 PM, bestreducer said: 2) energy shield(for both seraph and TG) have regen that applied also from HP regen, so shield regen is higher than hp regen Screens proving the point would be appreciated. On 8/19/2023 at 7:29 PM, bestreducer said: Is there video links allowed? They are. The reported effect doesn't look like my doing. Oh, those early attempts at server-client games... and the code itself. On 8/19/2023 at 7:29 PM, bestreducer said: t pandemonium mode I can't normally go to some bosses because of locked doors. It can't be opened. Specifics would be appreciated. What bosses? On 8/19/2023 at 7:29 PM, bestreducer said: Also encountered some funny items with flashing names - one word of item name changes between 2-3 variants each second Wondered when someone would report that. The entire naming solution was hedgewizardry. No way to do it otherwise with the original resources on hand. On 8/19/2023 at 7:29 PM, bestreducer said: enemies at some locations spawns but don't do anything (for 1-2 minutes). The same issue of the server-client solution. You could end up to 40 minutes with the vanilla. 1 Link to comment
Popular Post bestreducer 5 Posted September 20, 2023 Popular Post Share Posted September 20, 2023 On 9/15/2023 at 2:43 AM, dimitrius154 said: > energy shield(for both seraph and TG) have regen that applied also from HP regen, so shield regen is higher than hp regen Screens proving the point would be appreciated. video about it (choose 720p manually) Shield should regen about 5.5 per sec from ability (pinned SS1) On 9/15/2023 at 2:43 AM, dimitrius154 said: Specifics would be appreciated. What bosses? 1st - door after bloodtongue - video 2 - Nameless - video 3 - andariel - video 4 - pass to island in jungles - video And more, but it's kinda hard to locate all bosses (quests pathfinding), and game crashes when I load too much mobs (about 2-3 hours). In short, all locked doors in campaign is also locked in pandemonium so it's hard to pass On 9/15/2023 at 2:43 AM, dimitrius154 said: > If I use any smith rune on item, with resulting item equipped, my damage goes up for no reason when I miss or use CA. The reported effect doesn't look like my doing how it looks like and how it works - main moment is about 0:48 1 1 Link to comment
dimitrius154 612 Posted September 20, 2023 Author Share Posted September 20, 2023 7 hours ago, bestreducer said: game crashes when I load too much mobs (about 2-3 hours) Hmm, would you, please, supply an error entry screenshot from the Windows Application Event Log? 1 Link to comment
bestreducer 5 Posted September 22, 2023 Share Posted September 22, 2023 (edited) On 9/21/2023 at 1:27 AM, dimitrius154 said: error entry screenshot from the Windows Application Event Log? here, if that's enough Spoiler Имя журнала: Application Источник: Application Error Дата: 20.09.2023 17:16:20 Код события: 1000 Категория задачи:(100) Уровень: Ошибка Ключевые слова:Классический Пользователь: Н/Д Компьютер: WIN-346A8R6JLCC Описание: Имя сбойного приложения: sacred2.exe, версия: 2.65.2.0, метка времени: 0x4be45a9b Имя сбойного модуля: granny2.dll, версия: 2.8.35.0, метка времени: 0x4bb526cd Код исключения: 0xc0000005 Смещение ошибки: 0x00010b76 Идентификатор сбойного процесса: 0x1634 Время запуска сбойного приложения: 0x01d9eba27e4a617a Путь сбойного приложения: D:\games\Sacred 2 Gold addendum\system\sacred2.exe Путь сбойного модуля: D:\games\Sacred 2 Gold addendum\system\granny2.dll Идентификатор отчета: 0ea24084-0468-418b-8911-ddb95fbca4f0 Полное имя сбойного пакета: Код приложения, связанного со сбойным пакетом: Xml события: <Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event"> <System> <Provider Name="Application Error" /> <EventID Qualifiers="0">1000</EventID> <Version>0</Version> <Level>2</Level> <Task>100</Task> <Opcode>0</Opcode> <Keywords>0x80000000000000</Keywords> <TimeCreated SystemTime="2023-09-20T14:16:20.8939106Z" /> <EventRecordID>4405</EventRecordID> <Correlation /> <Execution ProcessID="0" ThreadID="0" /> <Channel>Application</Channel> <Computer>WIN-346A8R6JLCC</Computer> <Security /> </System> <EventData> <Data>sacred2.exe</Data> <Data>2.65.2.0</Data> <Data>4be45a9b</Data> <Data>granny2.dll</Data> <Data>2.8.35.0</Data> <Data>4bb526cd</Data> <Data>c0000005</Data> <Data>00010b76</Data> <Data>1634</Data> <Data>01d9eba27e4a617a</Data> <Data>D:\games\Sacred 2 Gold addendum\system\sacred2.exe</Data> <Data>D:\games\Sacred 2 Gold addendum\system\granny2.dll</Data> <Data>0ea24084-0468-418b-8911-ddb95fbca4f0</Data> <Data> </Data> <Data> </Data> </EventData> </Event> Spoiler UPD: I noted "granny2.dll" as reason of CTD, so - I use trimmed elite textures, installed before addendum, because less CTDs Spoiler Edited September 22, 2023 by bestreducer 1 Link to comment
dimitrius154 612 Posted September 23, 2023 Author Share Posted September 23, 2023 On 8/19/2023 at 7:29 PM, bestreducer said: 2) energy shield(for both seraph and TG) have regen that applied also from HP regen, so shield regen is higher than hp regen A very unfortunate issue this one turns out to be, a two-and-a-half year old compounded calculation error. While I, generally, avoid solution through attrition, that's the way I have to undertake. 1 Link to comment
dimitrius154 612 Posted September 25, 2023 Author Share Posted September 25, 2023 On 9/23/2023 at 9:02 PM, dimitrius154 said: A very unfortunate issue this one turns out to be, a two-and-a-half year old compounded calculation error. While I, generally, avoid solution through attrition, that's the way I have to undertake. Phew, took a LOT less time than anticipated. @bestreducer Any extra bug input is appreciated, so that I can deal with those before releasing the new iteration. 1 Link to comment
Popular Post dimitrius154 612 Posted October 1, 2023 Author Popular Post Share Posted October 1, 2023 @bestreducerAddendum patch links updated with the proposed bug solution. Should that suffice, the main archive wil be updated as well. @FlixThe fixed s2logic.dll for the D2F:https://drive.google.com/file/d/1Otv_froTqTnWKCplJX5ZNKurPydY9W1D/view?usp=sharing 1 2 Link to comment
Flix 5,116 Posted October 3, 2023 Share Posted October 3, 2023 On 10/1/2023 at 3:33 PM, dimitrius154 said: The fixed s2logic.dll for the D2F:https://drive.google.com/file/d/1Otv_froTqTnWKCplJX5ZNKurPydY9W1D/view?usp=sharing Thanks! Does this by chance also address the 2 issues from my previous post? The font color and the Conviction tooltip are, I believe, the last of the issues that cropped up during playtesting. Link to comment
Popular Post dimitrius154 612 Posted October 3, 2023 Author Popular Post Share Posted October 3, 2023 10 hours ago, Flix said: Does this by chance also address the 2 issues from my previous post? The font color and the Conviction tooltip are, I believe, the last of the issues that cropped up during playtesting. The complete package: https://drive.google.com/file/d/1CQiBrlSLAUNGNobyAwlsAjPrjyeat38R/view?usp=sharing. Password is 12345. 2 Link to comment
Cocktor 3 Posted October 9, 2023 Share Posted October 9, 2023 (edited) I'd also like to report that there's no set item drop whatsoever for dryad. But it's not the case for bargaining mastery. I tried to buy something with my legacy bargainer dryad, and there were some set items. Another interesting thing I noticed is that these "hidden treasures" which you can activate or stumble upon are always giving 4 (four!) legendary weapons. Of course it's nice to have some drop like this along the way and it makes you really hunt for such places, but still I wonder if that's a bug or not (I'm level 40, survival bonus 45%, enhanced perception 163). Other than that, thanks a lot for this update, I'm a huge fan of it! upd: some set items are actually dropping! but so far there's been two of them. Wonder what happens next... Edited October 9, 2023 by Cocktor 1 Link to comment
Astrality 1 Posted October 23, 2023 Share Posted October 23, 2023 (edited) hi, I installed your Option Addendum mod, deleted the Dark mod folder from it, I don’t want 20 skills, should I delete the D2F folder if I don’t play Diablo mod? NPC blacksmith runes do not work in the game, this is an obvious problem because... because of this, you need to take the blacksmithing skill, but I wouldn’t want this, I also noticed that when selecting an item, its name is not shown in full, more often on white objects, but in the inventory the name is normal, complete, I made a mod on x3 mobs, changing the values 2 times in total_density, it seems to work flawlessly oh, yes, I don’t remember how in the vanilla SM patch, but in HER fashion it was like this: installed. for example, on button 2 - buff skill, then pressed this button and the character uses this skill, but in your mod it does not work, please fix it or write where to change something yourself so that the skill works from the keyboard Edited October 24, 2023 by Astrality 1 Link to comment
bestreducer 5 Posted October 29, 2023 Share Posted October 29, 2023 On 10/9/2023 at 10:34 AM, Cocktor said: hidden treasures" which you can activate or stumble upon are always giving 4 (four!) legendary weapons it's just a good drop. If you remove your perception+MF bonus, legendary items count will be lower. I have about 1-2 with ~80 perception and 35 level. Kinda weird to have just a health pot (or useless blue item) in magical stash On 10/24/2023 at 1:51 AM, Astrality said: NPC blacksmith runes do not work in the game it will work from char level 25 and higher. Strange bug, but not so frustrating (as other that grow damage to insane while using CA with that blacksmith runes) 1 Link to comment
dimitrius154 612 Posted October 31, 2023 Author Share Posted October 31, 2023 On 10/29/2023 at 5:45 PM, bestreducer said: it will work from char level 25 and higher. Strange bug, but not so frustrating (as other that grow damage to insane while using CA with that blacksmith runes) Are those two issues still in place with the latest patch? 1 Link to comment
Popular Post Flix 5,116 Posted November 17, 2023 Popular Post Share Posted November 17, 2023 Hello. I have some code-related issues to report as the testing continues. Using the latest batch of D2F system files. UI_TT_SE_CM_BEKEHRUNG_PROPERTIES_3 "et_prone_all" is still showing in the CA tooltip as a flat value. For example 'Opponent's Armor 225' instead of 'Opponent's Armor - 22.5%'. When using the spellclass "cSpellGsKriegsrausch", the factions don't reset after duration expires. All affected enemies continue to be hostile to one another. I really like the new behavior & FX otherwise. I cannot get "BONUS_CHANNEL_CONV_TO_BEST" to appear on any item blueprints. I have the string in place in global.res but the tooltip is absent and none of the weapon damage is being converted. Sure it's functional? I can still enter singleplayer mode with a multiplayer character. I get the warning but then it allows me in anyhow. My shapeshifted Druid in Werewolf/Werebear form is only attacking using ATTACKB_BH animations now. The ATTACKA_BH animations are still in place and scripted, but they're being ignored. Other creatures using the same animation entries are attacking as expected. Can this be attributed to code changes and reversed if so? The Temple Guardian has a strange issue where his IDLEB_BH "deactivating sound" plays constantly, even when he has a 1h weapon equipped and is not performing that particular idle animation (the one where he falls down temporarily and then revives). I am hearing that sequence of sounds when he's just casually looking around behind him. My Assassin (TG) is unable to de-cloak from using "cSpellSkGeistform" (Cloak of Shadows). Normally using ranged/magic attacks have a chance to de-cloak, and using melee attacks has a 100% chance to de-cloak. Well, with my Assassin, nothing deactivates the buff, except the duration expiring. Here is the spell definition for Cloak of Shadows: Spoiler mgr.defineSpell( "tw_te_archimedisstrahl", { eiStateName = "cSpellCast", fxTypeCast = "FX_SK_GEISTFORM_C", fxTypeSpell = "FX_SK_GEISTFORM", fxTypeCastSpecial = "FX_SK_GEISTFORM_C", duration = 10.000000, animType = "ANIM_TYPE_SM05", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_RIDESM02-SPECIAL", causesSpellDamage = 1, tokens = { entry0 = {"et_duration_sec", 4500, 5, 0, 8 }, entry1 = {"et_evade_detection", 20, 20, 0, 41 }, entry2 = {"et_invisible", 300, 1, 0, 41 }, entry3 = {"et_damping_any", 200, 1, 0, 41 }, entry4 = {"et_chance_block_spell", 300, 5, 1, 41 }, entry5 = {"et_resist_effectdam_any", 255, 12, 2, 41 }, entry6 = {"et_chance_surehit", 200, 1, 3, 41 }, entry7 = {"et_dotdamping_any", 50, 1, 4, 41 }, entry8 = {"et_damping_any", 50, 1, 5, 41 }, entry9 = {"et_regThisCool", 200, 0, 6, 8 }, }, fightDistance = 0.000000, aspect = "EA_TW_TECHNOLOGY", cooldown = 60.000000, soundProfile = 0, cost_level = 230, cost_base = 460, focus_skill_name = "skill_TW_technology_focus", lore_skill_name = "skill_TW_technology_lore", spellClass = "cSpellSkGeistform", spellcontroltype = "eCAtype_b_boost_self", sorting_rank = 4, }) And here is the spell entry for "cSpellGsKriegsrausch" (it is the Necromancer curse "Confuse"): Spoiler mgr.defineSpell( "in_po_machtsog", { eiStateName = "cSpellCast", fxTypeCast = "FX_INQ_EIFER_C", fxTypeSpell = "", fxTypeCastSpecial = "FX_INQ_EIFER_C", duration = 10.000000, animType = "ANIM_TYPE_SM05", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_RIDESM05-SPECIAL", causesSpellDamage = 1, tokens = { entry0 = {"et_duration_sec", 900, 5, 0, 8 }, entry1 = {"et_summon_mylevel", 10, 3, 0, 4 }, entry2 = {"et_blind_rage", 1000, 0, 0, 42 }, entry3 = {"et_duration_sec", 100, 0, 1, 8 }, entry4 = {"et_regThisCool", 80, 0, 2, 8 }, entry5 = {"et_duration_sec", 150, 0, 3, 8 }, entry6 = {"et_regThisCool", 100, 0, 4, 8 }, entry7 = {"et_duration_sec", 150, 0, 5, 8 }, entry8 = {"et_regThisCool", 100, 0, 6, 8 }, entry9 = {"et_regThisCool", 0, 10, 0, 8 }, }, fightDistance = 525.000000, aspect = "EA_IN_POWER", cooldown = 60.000000, soundProfile = 0, cost_level = 800, cost_base = 800, focus_skill_name = "skill_IN_power_focus", lore_skill_name = "skill_IN_power_lore", spellClass = "cSpellGsKriegsrausch", spellcontroltype = "eCAtype_a_effect_self", sorting_rank = 3, }) 2 Link to comment
dimitrius154 612 Posted November 29, 2023 Author Share Posted November 29, 2023 On 11/17/2023 at 3:59 AM, Flix said: When using the spellclass "cSpellGsKriegsrausch", the factions don't reset after duration expires. All affected enemies continue to be hostile to one another. Something tells me it's the same way in vanilla. Link to comment
Popular Post Flix 5,116 Posted December 1, 2023 Popular Post Share Posted December 1, 2023 On 11/29/2023 at 2:54 AM, dimitrius154 said: Something tells me it's the same way in vanilla. I can say with confidence that it doesn't act this way in vanilla. Enemy factions return to normal after the duration expires. 1 1 Link to comment
dimitrius154 612 Posted December 1, 2023 Author Share Posted December 1, 2023 15 hours ago, Flix said: Enemy factions return to normal after the duration expires. Although.... perhaps, they shouldn't. Sort of a murderous aura duration, once in range, the subject is, ahem, infected for (short)life. Link to comment
Flix 5,116 Posted December 1, 2023 Share Posted December 1, 2023 4 hours ago, dimitrius154 said: Although.... perhaps, they shouldn't. Sort of a murderous aura duration, once in range, the subject is, ahem, infected for (short)life. Perhaps. It's somewhat balanced by the new behavior where it only affects a small radius around the caster rather than "as far as the eye can see." 1 Link to comment
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