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Sacrifice Patch #3 notes (Patch3_English.txt)

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  1. Congratulations On Downloading Sacrifice Patch #3!
  2.  
  3. We listened to your comments and implemented the most requested features, we
  4. hope that you will continue to support us and provide your feedback -
  5.  
  6. http://www.sacrifice.net/messageboard.htm (Voodoo Extreme Message Board)
  7.  
  8. or
  9.  
  10. via email: teamsacrifice@shiny.com
  11.  
  12.  
  13. *********
  14. *WARNING*
  15. *********
  16.  
  17. (a) You MUST install DirectX8 for this patch to function properly. If you do not
  18. have Microsoft's DirectX8 you can download it from this site
  19. www.microsoft.com/directx/
  20.  
  21. (b) Because Patch 3 adds additional items to any Saved Game, your current Saved
  22. Games will *** NO LONGER WORK *** once you have installed Patch 3. In the single
  23. player campaign, however, your characters (the WIZ files) are still OK.
  24.  
  25. These WIZ files store which Ethereal Realm Level your Wizard last visited.
  26.  
  27. To Load A WIZ File
  28. ******************
  29. (a) Select Single Player from the Sacrifice Main Menu.
  30. (b) Select Sacrifice Campaign.
  31. (c) Select the Wizard you want to load by highlighting its name.
  32. (d) Click Select Character and the game will load the last Ethereal Realm that
  33. your Wizard entered.
  34.  
  35.  
  36.  
  37. -TABLE OF CONTENTS-
  38.  
  39. 1.0 Multiplayer
  40. 1.1 Network Upgrades
  41. 1.2 New Modes
  42. 1.3 Game Summary Screen
  43. 1.4 Multiplayer Ranking System
  44. 1.5 Game options in Lobby
  45. 1.6 New Multiplayer Settings
  46. 1.7 General Upgrades
  47.  
  48. 2.0 Keyboard Options
  49. 2.1 New Commands / Key Bindings
  50.  
  51. 3.0 Balance
  52. 3.1 Creature Balance
  53. 3.2 Spell Balance
  54.  
  55. 4.0 Added Triggers
  56. 5.0 Fixes
  57.  
  58.  
  59.  
  60. ---------------------------
  61. 1.0 MULTIPLAYER
  62. ---------------------------
  63.  
  64.  
  65. 1.1 NETWORK UPGRADES/ ADDITIONS
  66.  
  67. We have upgraded Sacrifice to use DirectX8' Direct Play to improve your Internet
  68. games:
  69.  
  70. (a) Sacrifice Now Polls DX For Connection Bandwidth
  71. DirectX8 allows Sacrifice to determine the bandwidth connection of each player.
  72. This means that the game can send more updates down a faster connection,
  73. resulting in smoother gameplay. The nature of Sacrifice's networking however,
  74. (every message is sent to everyone) means that the bandwidth available is the
  75. lowest of the bandwidths to each player. This means that if there is a 28K modem
  76. player in a game of people on T-1's or cable modems, that game will not send as
  77. much data.
  78.  
  79. Remember, though, that the game was designed to run well over a modem, so this
  80. is not a problem. Also, when the modem player quits, the game will start sending
  81. more data, since the lowest bandwidth connection has increased. Even better,
  82. Sacrifice now divides the bandwidth more efficiently between players; players
  83. with more creatures use more bandwidth since they have to send more information.
  84. Before patch 3, everyone had an equal slice of bandwidth. This is especially
  85. helpful with the addition of Observer Mode, since observer players generally
  86. control only 1 thing; the observer view.
  87.  
  88. (b) A progress bar and cancel button have been added to the network re-synch box
  89. for more user control.
  90.  
  91. (c) The join box is now the same for all create/join game operations
  92.  
  93. (d) Several "Anti-Hack" measures are now in place to prevent "hacked" players
  94. from ruining your friendly games of Sacrifice:)
  95.  
  96. (e) Added GameSpy Chatroom "Daily Message"
  97. There will be a daily message in the GameSpy Lobby letting you know if there is
  98. a new patch available for download or some other Sacrifice related news.
  99.  
  100.  
  101. 1.2 NEW MODES
  102.  
  103. (a) Observer Mode
  104. Have you ever been desecrated and wanted to watch the rest of the game? Well now
  105. you can! Either stay in a game as an observer after you have been desecrated or
  106. join a new game as an observer to watch the action!
  107.  
  108. Note: Observers will be able to chat unless the "no observer chat" option is
  109. selected in the multiplayer game lobby screen. Observer mode will not
  110. automatically end when the game is over. You will need to hit ESC to bring up
  111. the menu and click "Finish" to exit observer mode (you can do this to exit the
  112. game at any time once in observer mode).
  113.  
  114. (b) Edit Wizard/ Spellbook
  115. Now you will be able to edit any custom wizard without having to play the single
  116. player game over again! You will also be able to edit the wizards spell book!
  117. (Provided you have finished the single player game at least once).
  118.  
  119.  
  120. 1.3 GAME SUMMARY SCREEN
  121.  
  122. See how you fared in your latest game of Sacrifice with our new (and much
  123. requested!) Game Summary Screen.
  124.  
  125. This screen appears after you have played a multiplayer game. You can access the
  126. screen by clicking on the "View Summary" button on the victory/defeat screen.
  127.  
  128. Note: If you enter "observer mode" you will no longer have access to the Game
  129. Summary Screen.
  130.  
  131. The Game summary screen will list the following information:
  132.  
  133. Total Number Of Kills
  134. Total Number Of Wizards Banished
  135. Highest Level Attained
  136. Number Of Creatures Cast
  137. Number Of Souls Harvested
  138. Number Of Souls Acquired
  139. Number Of Manaliths Built
  140. Number Of Shrines Built
  141. Number Of Manaliths Destroyed
  142. Number Of Shrines Destroyed
  143.  
  144.  
  145. 1.4 MULTIPLAYER RANKING SYSTEM
  146.  
  147. Sacrifice now tracks all games that you play over the Internet.
  148.  
  149. If a game takes less then 2 minutes then the result is not recorded, even in the
  150. number of games played field.
  151.  
  152. When you have amassed 5 wins against any opponents, you get assigned a ranking,
  153. which is updated as you play.
  154.  
  155. A game is ranked so long as there are at least 2 humans, no computers, everyone
  156. is on a different team and all human players are ranked players.
  157.  
  158. The winner of a ranked game gets his ranking increased, and the losers get their
  159. rankings decreased.
  160.  
  161. The amount of the increase depends on the relative ranks of the players; winning
  162. against someone with a higher rank gives a larger increase than winning against
  163. someone with a lower rank. Conversely, loosing against someone with a lower rank
  164. gives a larger decrease than loosing against someone with a higher rank. Also,
  165. Sacrifice keeps track of which gods you play over the Internet and this affects
  166. your rank assignment.
  167.  
  168. Rankings are as follows:
  169.  
  170. Mystic denotes alignment to Persephone. The other gods' alignments are Geomancer
  171. (James), Sorcerer (Pyro), Elementalist (Stratos) and Necromancer (Charnel).
  172.  
  173. (not ranked) Novice
  174. (0-499) Charlatan Mystic
  175. (500-799) Hedge Mystic
  176. (800-1099) Initiate Mystic
  177. (1100-1199) Apprentice Mystic
  178. (1200-1399) Journeyman Mystic
  179. (1400-1799) Master Mystic
  180. (1800-2099) Champion Mystic
  181. (2100-2399) Mystic Avatar
  182. (2400+) Supreme Mystic Avatar
  183.  
  184.  
  185. 1.5 GAME OPTIONS IN LOBBY
  186.  
  187. (a) Display Ping
  188. Ping is the trip time of a message from one machine to another and back.
  189. Generally, the lower a ping is to a player, the better the connection and the
  190. more responsive the game. However, Sacrifice is extremely tolerant of high
  191. pings; games can and do work perfectly against someone with a 500+ ping.
  192.  
  193. (b) New Alignment Custom
  194. This uses the spell book of a MP wizard that you can modify as long as you have
  195. completed the single player campaign at least once.
  196.  
  197. (C) New Alignment Observer
  198. Observe and chat during the battle without having to get involved in the carnage
  199.  
  200.  
  201. 1.6 NEW MULTIPLAYER GAME SETTINGS
  202.  
  203. (a) No Custom Spell Books
  204. Disallow the use of custom spell books.
  205.  
  206. (b) No Observer
  207. Disallow player/s to join as observers or go into observer mode when they have
  208. been banished.
  209.  
  210. (c) No Observer Chat
  211. Disallow observer/s the ability to chat to any other player. This includes other
  212. observers.
  213.  
  214. (d) Allied Vision On/ Off
  215. Share vision with your ally in multiplayer for better strategic cooperation, or
  216. don't:)
  217.  
  218. (e) Show Blue Souls On Mini-Map
  219. With this option turned on, all blue souls are shown on the minimap.
  220.  
  221.  
  222. 1.7 GENERAL UPGRADES
  223.  
  224. (a) Enhanced Landscape Renderer
  225. The landscape now makes better use of statically cached meshes. When it detects
  226. that a new mesh is needed, it is created in exactly the form the video card
  227. requires, and then not touched again until another new mesh is needed. This is
  228. made possible by the use of hardware lighting where available (before, the
  229. landscape was lit in software), and hardware texture coordinate generation where
  230. available. Also, the rendering method for detail textures has changed slightly,
  231. making them available on more video cards.
  232.  
  233. (b) Greatly Improved Speed On T&L Cards
  234. The new landscape renderer is designed for maximum throughput with hardware T&L.
  235.  
  236. (c) New 3 Pass Lightmap Render Mode Allows Older Cards To Use Lightmaps
  237. Our light maps use additive lighting (the light adds color to the texture,
  238. rather than lack of light removing color as is the norm), older cards do not
  239. support this mode. The new 3-pass method allows this mode to be emulated with an
  240. additive layer.
  241.  
  242. Basically instead of rendering (light map + light values) and then rendering the
  243. texture on top, we render the lightmap, render the light values as an additive
  244. transparency, gouraud shaded polygon over the lightmap, then render the texture
  245. on top of that. This additive layer is supported on nearly all cards, making
  246. lightmaps available to nearly everyone.
  247.  
  248. (d) New Ultra-Fast No Lightmap Render Mode
  249. Some cards do not support multitexturing (the default lightmap mode) and don't
  250. have the fillrate to support multi-pass rendering (described above) and so this
  251. single pass no lightmap mode is great for speeding up their framerates. However,
  252. the game will no longer have the ultra moody lightmaps that you're used too:)
  253.  
  254.  
  255. ---------------------------
  256. 2.0 KEYBOARD OPTIONS
  257. ---------------------------
  258.  
  259. 2.1 NEW COMMANDS/ KEYBINDINGS
  260.  
  261. (a) Context Sensitive Cursor
  262. Save time with the new Context Sensitive Cursor. Place your cursor over a red
  263. soul right click and it will automatically change to cast convert! This feature
  264. will appear when you place your cursor over a red soul or over an unclaimed
  265. manafoutain.
  266.  
  267. (b) Drop Soul
  268. Drop a blue soul for your soul-starved ally in a Multiplayer game. Players will
  269. be able to drop blue souls for the teammate by pressing the assigned drop soul
  270. key.
  271.  
  272. (c) Cast Creature @ Key #
  273. No need to re-map your hot keys! Assign a key to cast you first level ranged
  274. unit creature and it will always cast your first level ranged unit regardless of
  275. what god or custom spell book you are currently using!
  276.  
  277. (c) Cast Spell @ Key #
  278. No need to re-map your hot keys! Assign a key to cast you first level attack
  279. spell and it will always cast your first level attack spell regardless of what
  280. god or custom spell book you are currently using!
  281.  
  282. (d) Cast Structure @ #
  283. Assign keys to always cast a selected structure spell.
  284.  
  285. (e) New Formations
  286. Two new formations have been added these are Flank left and Flank right.
  287.  
  288. Note: there is no VO for these formations, but they have been added to the X-
  289. Menu
  290.  
  291.  
  292. ---------------------------
  293. 3.0 BALANCE
  294. ---------------------------
  295.  
  296. 3.1 CREATURES
  297.  
  298. (a) Storm Giant takes less damage from lightning attacks.
  299.  
  300. (b) Brainiac has had its firing rate and damage per shot increased. Shrike has
  301. had its health and damage per shot slightly reduced.
  302.  
  303. (c) Frostwolves are now more resistant to damage from ranged creatures.
  304.  
  305. (d) Ent protector shield no longer stacks, i.e. the effects of Protector Shield
  306. are no longer cumulative.
  307.  
  308. (e) Viscous oil no longer stacks, i.e. the effects of Viscous Oil are no longer
  309. cumulative.
  310.  
  311. (f) Removed area of effect damage for each target hit on Silverback, i.e. the
  312. attack of the Silverback no longer does damage to an area.
  313.  
  314.  
  315. 3.2 SPELLS
  316.  
  317. (a) Animate Dead, Breath of life, and Charm automatically adds a unit to group
  318. 10 and selects it.
  319.  
  320. (b) Halo of earth and rings of fire cease when the target dies, i.e. these
  321. spells will no longer give away the location of a wizard that is in ethereal
  322. form.
  323.  
  324. (c) Death can no longer be stopped by player, i.e. the player can no longer
  325. stand in front of Death to stop the effects of this spell.
  326.  
  327. (d) Players can now teleport to allied structures.
  328.  
  329.  
  330. ---------------------------
  331. 4.0 ADDED TRIGGER ACTIONS
  332. ---------------------------
  333.  
  334. (a) Music Reset
  335. Resets all music moods to their starting settings, usually resulting in the
  336. music changing back to the level's ambient track.
  337.  
  338. (b) Music Add Too
  339. Adds a value to one of the music moods, perhaps making it the dominant one
  340. thereby changing the track.
  341.  
  342. (c) Music Turn
  343. Enables or disables the music on a per game basis.
  344.  
  345. (d) Order (Creature Group) Go To With/ Order (Creature Group) Attack With/ Order
  346. (Creature Group) Guard With
  347. Currently works for "go to", "attack", and "guard" orders, it can also use any
  348. formation available in game.
  349.  
  350.  
  351. ---------------------------
  352. 5.0 FIXES
  353. ---------------------------
  354.  
  355. (a) You can no longer cast a creature that you did not have the souls for
  356. This has now been fixed, such that the second creature will act as though the
  357. spell was interrupted and fade away after the casting completes.
  358.  
  359. (b) Fixed Scapex "hyper" movement on Pentium 4's.
  360.  
  361. (c) Fixed wobbling detail levels on characters and other game entities
  362. (noticeably on Pentium 4's).
  363.  
  364. (d) Fixed screen fades (noticeably on Pentium 4's).
  365.  
  366. (d) Win and loss dialogs no longer pause local games.
  367.  
  368. (e) Unit View Updates And Unit AI Are Time Sliced For Better Performance
  369. Unit AI and view updates take a hefty chunk out of the run time of the game -
  370. it's a complex task. The more creatures you get, the more creatures have to be
  371. checked to see if they're in view for each creature. This soon builds to where
  372. it can slow the game down on some machines. The act of slowing it down makes the
  373. game have to do more view updates in a single turn, which slows the game down
  374. even more... Now, each side can only update 1 creature's view and AI per frame.
  375. Each creature's view is updated against only 1 side's creatures at a time. There
  376. is a queue of view updates for each side, which is sorted by the need for an
  377. update. Giving a creature an order forces it to the head of this queue, making
  378. it update its unit AI with these new orders almost immediately. In this way, the
  379. load is taken off of a slow machine and spread around, making the game run
  380. faster in large battles.
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