Sacred 2 Gold

Sacred 2 Gold

Purist Fixpack bug list
My experience with the PFP(using a fresh Seraphim) - note that I only started recording these things from lvl 52 onwards and have forgotten some earlier ones.

Items:
-Leather Hat Trophy art/icon missing or very tiny - can't quite make it out

-one(or more) of the one-handed swords(Edged Blade, Hardened Blade and maybe more) have missing art/icon

-Endijian's Javelin item art looks too small(3 slots) for what it is



Visual:
-cultist shaman root effect(from some other sources as well) seems to stay(only visually)

-PhysX experience severely reduced(no more large groups of leaves being blown in the wind for example) - see https://www.youtube.com/watch?v=JK7BkiNboRU for how it should be

-rain duration(such as in the starting region) always seems to be extremely short(feature?)

-one strange side quest marker left for a non-existent quest(in some big undead camp where I think a Blind Guardian fan was) this was somehow fixed though much later on, despite having done many quests since

-map glitch next to bridge between Entruag and Ruka(actually quite a few minor ones like it all over the game)

-on Seraphim Island(not sure if it matters) I teleported to the north Monolith and immediately dismounted my tiger mount(Seraphim) which caused my character to become invisible, and mounting again made my mount AND my character invisible



Misc:
-in some areas, including where Commander Iskari is, the character wrongly(?) detects the area as low level(and some enemies are also low level)

-some areas fully revealed upon entering area(feature?) - makes exploring such areas a bit annoying

-stuck(happened with horse) behind bush/next to big log in bottom left of Grunwald(to left of burning campfire with 2 tents near it)

-jumping while rooted seems to teleport you instantly

-attacking and then getting rooted seems to break the quick-targeting resulting in attacking air after the initial enemy dies(also happens with some ghostly enemies at times)

-when a quest target is defeated that isn't supposed to die, you can still end up killing it by continuing to hold down attack on them which can fail the quest, especially if your character attacks fast and/or is very strong - this seems unintended and should get fixed

-cave east of Ruka has boar riders inside that don't move or attack

-ogres with blue clothing are not hostile(doesn't seem intended)

-there's a female ghost that is not hostile or targetable at all(that spawns from some rare graves for example)

-in a temple on the far right of Seraphim Island there's a T-Energy Console(right side of the entrance from the outside) that does not seem to work as the others(intended?)

-in the tall tower on Seraphim Island there is one T-Energy Console that does not seem to work as the others(intended?)

-regular non-boss dragons seem to count towards Dragonslayer achievement which seems unintended(LOTS of easy to kill dragons in the game as well as a few boss dragons)

-for the Green Gold quest, the southern(?)most piece did not show a name but was able to get picked up using Q

-targeting/invisibility bugs with some Du-Rach enemies at times(speak-to cursor, invisible enemy, and unable to target type of cursor)

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EDIT1:
-mount defaults to horse upon game load instead of special mount/last used mount

-in a few regions(likely also due to having a high Survival bonus) out of all enemies, after clearing the entire map region, there was one enemy ~10+ levels higher than the rest(just a regular common enemy) in the swamp region, and 2 so far, approx. ~14 levels higher than the rest in the desert region - so out of thousands of enemies just one or two(in all 3 cases it was outside and not in a dungeon)

-when finishing a sidequest, the grey marker will remain on the world map for some reason, and is only removed for the last completed quest if you select a new sidequest(intended?)

-hovering over the Agent Aurora NPC while they are following you will not display the associated quest name

-arrows get stuck in some(or all?) ghostly enemies(intended?) - started noticing this for the first time with Fen Fire enemies

-Blood Dryads drop Harpy Feather trophies - first time seeing this item in the game up to that point(intended?)

-another sword(Annealed Blade) with invisible item art

-Leaping plants(and similar enemies) seem to just stand still while being attacked at range(no aggro)

-intro video(after creating character) is in German language(using English language, and have included the following in optionsCustom.txt):
locale.language = "en_UK"
locale.speech = "en_UK"
Last edited by White ⁧⁧Wolf; Feb 9, 2022 @ 6:10am
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Showing 1-4 of 4 comments
flixization Feb 8, 2022 @ 7:00pm 
"-Leather Hat Trophy art/icon missing or very tiny - can't quite make it out"
Will be fixed in v1.2.

"-one(or more) of the one-handed swords(Edged Blade, Hardened Blade and maybe more) have missing art/icon"
Will be fixed in v1.2.

"-Endijian's Javelin item art looks too small(3 slots) for what it is"
Will be fixed in v1.2.

"-cave east of Ruka has boar riders inside that don't move or attack"
Will be fixed in v1.2.

"-there's a female ghost that is not hostile or targetable at all(that spawns from some rare graves for example)"
Will be fixed in v1.2. These graves were spawning friendly ghosts from the Forgotten Valleys quest.

"-when a quest target is defeated that isn't supposed to die, you can still end up killing it by continuing to hold down attack on them which can fail the quest, especially if your character attacks fast and/or is very strong - this seems unintended and should get fixed."
I need examples please. This is tricky - each specific instance is going to need its own fix, there's no global switch for ensuring NPC's get the immortal flag at the right moment.

"-regular non-boss dragons seem to count towards Dragonslayer achievement which seems unintended(LOTS of easy to kill dragons in the game as well as a few boss dragons)"
Looks like the game judges this achievement according to any time the player kills a creature with the subfamily = "SUBFAM_LIFE_DRAGON", assigned in itemtype.txt. It should probably go by the classification instead (classification = "CLF_DRAGON_HUGE",) but I don't have any way to change that since it's hardcoded.

"-ogres with blue clothing are not hostile(doesn't seem intended)"
If you're Light Path they're friendly, same as the blue Orcs and Goblins that roam around Entruag. If you're Shadow Path they're hostile and the red ogres around Ruka will be friendly instead, just like the red goblins and orcs there.

"-for the Green Gold quest, the southern(?)most piece did not show a name but was able to get picked up using Q"
Do you use English language for Sacred 2? I checked all 5 pieces of Jade and the tags are all there in the correct place in the English text file.


"-some areas fully revealed upon entering area(feature?) - makes exploring such areas a bit annoying
-stuck(happened with horse) behind bush/next to big log in bottom left of Grunwald(to left of burning campfire with 2 tents near it)
-jumping while rooted seems to teleport you instantly
-attacking and then getting rooted seems to break the quick-targeting resulting in attacking air after the initial enemy dies(also happens with some ghostly enemies at times)
-cultist shaman root effect(from some other sources as well) seems to stay(only visually)
-rain duration(such as in the starting region) always seems to be extremely short(feature?)
-one strange side quest marker left for a non-existent quest(in some big undead camp where I think a Blind Guardian fan was) this was somehow fixed though much later on, despite having done many quests since
-map glitch next to bridge between Entruag and Ruka(actually quite a few minor ones like it all over the game)
-on Seraphim Island(not sure if it matters) I teleported to the north Monolith and immediately dismounted my tiger mount(Seraphim) which caused my character to become invisible, and mounting again made my mount AND my character invisible
-in a temple on the far right of Seraphim Island there's a T-Energy Console(right side of the entrance from the outside) that does not seem to work as the others(intended?)
-in the tall tower on Seraphim Island there is one T-Energy Console that does not seem to work as the others(intended?)
-targeting/invisibility bugs with some Du-Rach enemies at times(speak-to cursor, invisible enemy, and unable to target type of cursor)"


I was either unable to reproduce these or unable to fix them, sadly.

Thanks for the reports!
Last edited by flixization; Feb 8, 2022 @ 7:01pm
White ⁧⁧Wolf Feb 9, 2022 @ 3:05am 
Originally posted by flixization:
"-when a quest target is defeated that isn't supposed to die, you can still end up killing it by continuing to hold down attack on them which can fail the quest, especially if your character attacks fast and/or is very strong - this seems unintended and should get fixed."
I need examples please. This is tricky - each specific instance is going to need its own fix, there's no global switch for ensuring NPC's get the immortal flag at the right moment.
I'm not sure about this one since I tried to avoid it. Have you specifically fixed cases of this happening? I remember it happening at times in vanilla, and sometimes my character continues to attack such targets.

Originally posted by flixization:
"-for the Green Gold quest, the southern(?)most piece did not show a name but was able to get picked up using Q"
Do you use English language for Sacred 2? I checked all 5 pieces of Jade and the tags are all there in the correct place in the English text file.
I am using English yes. It's just something I noticed. Maybe some time you can try it in-game. It could have been clipping under the map.


Originally posted by flixization:
"-some areas fully revealed upon entering area(feature?) - makes exploring such areas a bit annoying
-stuck(happened with horse) behind bush/next to big log in bottom left of Grunwald(to left of burning campfire with 2 tents near it)
-jumping while rooted seems to teleport you instantly
-attacking and then getting rooted seems to break the quick-targeting resulting in attacking air after the initial enemy dies(also happens with some ghostly enemies at times)
-cultist shaman root effect(from some other sources as well) seems to stay(only visually)
-rain duration(such as in the starting region) always seems to be extremely short(feature?)
-one strange side quest marker left for a non-existent quest(in some big undead camp where I think a Blind Guardian fan was) this was somehow fixed though much later on, despite having done many quests since
-map glitch next to bridge between Entruag and Ruka(actually quite a few minor ones like it all over the game)
-on Seraphim Island(not sure if it matters) I teleported to the north Monolith and immediately dismounted my tiger mount(Seraphim) which caused my character to become invisible, and mounting again made my mount AND my character invisible
-in a temple on the far right of Seraphim Island there's a T-Energy Console(right side of the entrance from the outside) that does not seem to work as the others(intended?)
-in the tall tower on Seraphim Island there is one T-Energy Console that does not seem to work as the others(intended?)
-targeting/invisibility bugs with some Du-Rach enemies at times(speak-to cursor, invisible enemy, and unable to target type of cursor)"


I was either unable to reproduce these or unable to fix them, sadly.
If you need further info for some I can try to help with finding a fix.

Originally posted by flixization:
Thanks for the reports!
You're welcome, and thank *you* for your fixes!
White ⁧⁧Wolf Feb 9, 2022 @ 6:07am 
Here some more possible bugs:

-mount defaults to horse upon game load instead of special mount/last used mount

-in a few regions(likely also due to having a high Survival bonus) out of all enemies, after clearing the entire map region, there was one enemy ~10+ levels higher than the rest(just a regular common enemy) in the swamp region, and 2 so far, approx. ~14 levels higher than the rest in the desert region - so out of thousands of enemies just one or two(in all 3 cases it was outside and not in a dungeon)

-when you've finished a sidequest, the grey marker will remain on the world map for some reason, and is only removed for the last completed quest if you select a new sidequest(intended?)

-hovering over the Agent Aurora NPC while they are following you will not display the associated quest name

-arrows get stuck in some(or all?) ghostly enemies(intended?) - started noticing this for the first time with Fen Fire enemies

-Blood Dryads drop Harpy Feather trophies - first time seeing this item in the game up to that point(intended?)

-another sword(Annealed Blade) with invisible item art

-Leaping plants(and similar enemies) seem to just stand still while being attacked at range(no aggro)

-intro video(after creating character) is in German language(using English language, have included the following in optionsCustom.txt:
locale.language = "en_UK"
locale.speech = "en_UK"
flixization Feb 9, 2022 @ 3:53pm 
-mount defaults to horse upon game load instead of special mount/last used mount
The save files have no way to keep track of this. This is why the mount interface exists in the inventory screen so you can select the active mount and then call it with the button at the bottom right.
The only solution is in the Addendum mod which codes it so the player can only have one mount at a time, whether horse or special mount.


-in a few regions(likely also due to having a high Survival bonus) out of all enemies, after clearing the entire map region, there was one enemy ~10+ levels higher than the rest(just a regular common enemy) in the swamp region, and 2 so far, approx. ~14 levels higher than the rest in the desert region - so out of thousands of enemies just one or two(in all 3 cases it was outside and not in a dungeon)
Enemies are spawned in a few different ways. Enemies spawned through spawn.txt behave as expected. Enemies spawned through quest.txt have their levels set at the beginning of the game session. Still others are hand placed in static locations in the sector files. This can result in some odd variations in enemy levels.

-hovering over the Agent Aurora NPC while they are following you will not display the associated quest name
Text string is in place just where it should be. May be another case of missing text for no reason like the Jade, not the first time I've seen it.

-another sword(Annealed Blade) with invisible item art
It's probably the same one from before but it would help immensely if I could see a picture of the item model in-hand and/or the tooltip.

-Leaping plants(and similar enemies) seem to just stand still while being attacked at range(no aggro)
They don't have any movement animations, just jumping, and the casting range on it is fairly short. I will increase the casting range of their jump attack to be equal to the max jump distance.

-when you've finished a sidequest, the grey marker will remain on the world map for some reason, and is only removed for the last completed quest if you select a new sidequest(intended?)
-arrows get stuck in some(or all?) ghostly enemies(intended?) - started noticing this for the first time with Fen Fire enemies
-Blood Dryads drop Harpy Feather trophies - first time seeing this item in the game up to that point(intended?)

Yes this is all intended.

-intro video(after creating character) is in German language(using English language, have included the following in optionsCustom.txt:
locale.language = "en_UK"
locale.speech = "en_UK"

I can't think of any possible reason the mod would cause this. The German audio isn't even going to be present in an English install of the game, and I certainly didn't replace any audio.

I'm not sure about this one since I tried to avoid it. Have you specifically fixed cases of this happening? I remember it happening at times in vanilla, and sometimes my character continues to attack such targets.
It typically only happens when a character transforms from one character to another (Herder Gildor-->Werewolf, Ambul-->Ghost Ambul, etc.). There can be a small window where the player may kill the character before they transform. In normal situations, though the player character may well keep attacking the enemy, once the immortal flag kicks in it won't matter if the NPC takes any damage or not, they'll never die.
Last edited by flixization; Feb 9, 2022 @ 4:10pm
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Date Posted: Feb 4, 2022 @ 4:40pm
Posts: 4