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Showing content with the highest reputation on 10/14/2017 in all areas

  1. To do a small summary so far, in case of a clean install the only additions that need to be made are "-nocpubinding -skipopenal" and "autoCollectRadius = 230,"? Since the physxExt pak file was changed is it still necessary to manually change those other instructions in the local options.txt or not? Just trying to catch up on the tricks as I plan to do a clean installation once the patch is in its final version. PS: Went to a NPC blacksmith and tried working around with the alterations. Everything apart from Blacksmith Arts is kept. When you select an item for removal the other ones get a red hue, Blacksmith Arts get instantly removed. In case you have just two Blacksmith Arts in the same piece of gear you need to pick one to remove the other, place it back again and move the piece of gear onto your inventory. That way both of them are removed, but since it gets "stuck" on your mouse when you pick it up and you can't drop it anywhere else it needs to be put in the slot again. But once the gear is moved to the inventory its slots are empty.
    2 points
  2. You can use a custom made LAN shopper ladder with Character Editor, as I've demonstrated in the past, and max out Bargaining as much as possible via Mutation sets and +all skills jewelry to have as many as you want. So in reality if you intend to you can use the game engine to have whatever you want from the game, this Forum's download section being the prime example of that. But that's people, fans, players toying with the limits of the game engine, which was made to work in a specific way (and yes I'm a bit traditional when it comes to that). There's really a lot that can be done without modding the game, that in theory you shouldn't be able to do, so that's that. And it's great that the game engine allows you to do even more, it is no doubt! But why not have it be part of a Mod when it clearly is "breaking the mould"? All players are allowed to use Character Editor as they see fit, I even made a guide for it and all, but it's an individual choice to do it or not. Here you're making changes to the core game an imposition that can only be ignored if you don't use said skill. In my honest opinion that's exactly where the line should be drawn. I even stated that I pretty much love the idea of "forging" being a thing, I believe it will give the game a whole new dimension if you're now suddenly able to craft and entire set of armour and weaponry specifically for you as a player. It's bloody awesome when you think of it! But... it's not part of the original game, nor its lore nor it's mechanics. Sorry but that's just how it is, never mind the fact that the game is pretty much "open source" nowadays. I'm traditional yes, and I'd like for key aspects of the game to be polished but not completely overhauled. That's the spirit of a "community patch". Adding features we think are cool but were never available is modding, pure and simple. I'm sorry but I can't see this in any other way mate. I have the greatest respect for the work you've done so far, because "wow the game doesn't crash anymore and all that" which is a titanic feat in itself, but I think you're going overboard with this Blacksmithing overhaul.
    2 points
  3. POOF! Reverted the download back to October 6th version, which was the last stable release before any of the Blacksmithing changes. I'm saving skill overhauls for Enhanced Edition and D2F. They're too radical for me to be comfortable with putting in the CM Patch, however insistent the justifications are.
    1 point
  4. Same here, the Voodoo-Totem has the fire projectiles VFX when it is supposed to be poison, though the hit animation displays poisoning.
    1 point
  5. There's actually a problem here. I was in the Carnach caves and after updating the files the elementals that throw rocks at you started throwing flaming projectiles, which is nice and all except for the fact that according to the enemy's graphic they only cause physical damage. So no effect should appear. Worse than that is that the damage converters I have socketed are now broken. I'm dual-wielding a rare sword with a poison modifier and a Nlovae's Mystery with an ice modifier, and while the graphics appear correctly on the inventory the Nlovae now shoots bolts of fire instead of ice. Plus, when I hover on the weapons they both show as if no damage converter was socketed.
    1 point
  6. Oh my friend, you say my thoughts but better than I do. I never found a place for the Blacksmith skill in any of my builds, and now that it's even less relevant, I doubt I ever will.
    1 point
  7. Isn't that, at least partially, the point of beta testing? It's not just bug hunting you know.
    1 point
  8. Oh, the change is well thought out: Having socketed items destroyed was a feature ever since Sacred 1 - a feature, the majority obviously didn't like. That is why LAN cooperative saving trick was widely utilized, to deny the Lord of Random his due. In Sacred 2 the developers introduced the mastery chance of keeping items intact, but made it meager and not really worth the bother. Funny thing is, that if they upped the max. chance to 100% at top skill level, everyone would consider the Blacksmith skill to be a must have, thus reducing the variety of builds. What's done is a best available compromise, derived from the English description of the skill. It states that item enhancements are subject to being destroyed. Well, rings and amulets are not, they are wearables. Blacksmith arts and damage converters are enhancements, with a catch, that a truly rare, or unique damage converter resists being destroyed. Runes are unique consumable enhancements, and as such, resist being destroyed. The net result is, that players(and no, I can not in good faith imagine, that they don't do it) no longer have to use various chest and LAN tricks to ensure, that items, that matter, are safe. And there's a gold sink - they have to buy generic damage converters (and reforge arts with preferable properties, available in Enhanced Edition). And the Blacksmith skill is not obligatory for comfortable gameplay. The purpose of Blacksmith Mastery is, as before, extra convenience and costs reduction, Blackmith Art's arribute scaling. But it's no longer paramount to achieve. Though in EE it's bound to be more important.
    1 point
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