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Showing content with the highest reputation on 10/03/2018 in all areas

  1. I'm not versed in Sacred 1 but my guess is that it should work. Did you have any installation error? What went wrong?
    1 point
  2. As far as I know, there should not be any problem with warming tzatziki as long as it is fresh. I think what they are most concerned about is the yoghurt, but I have made so many recipes for starters, mains and desserts where you had to warm up yoghurt, that I can't see that being any problem. Another thing that they maybe think will be a problem is the cucumber that is warmed up, and how it reacts to the acidity in the yoghurt once it is warmed. Cucumbers can go sour very quickly if it is warmed and then not pickled... but to be honest I have never tried warming Tzatziki, so my reply is just with what I know as a chef and about the ingredients and the reactions they have to certain conditions.
    1 point
  3. Dinner last night at my aunt's and uncle's house I haven't seen in a while since their return from Sri Lanka... boy do they get Lasagne and Pizza right. Home made pasta AND dough ...with a touch of curry ^^ Course..u cant arrive hand-empty.. there's this great chain of bakeries around us in Montreal... Moisson D'or... and this one I got stuff at is in the train station right next to where I work. The deserts are so fresh... try and take your first bite out with a fork, and it presses the cake down in spongy gooness with a fluffy finish and tarty fruits... kayumbo! Love the mini-descriptions of the cakes that are included... experiences ace food gogo
    1 point
  4. I've tried changing the following: DefenseFactorDiff AttackFactorDiff LifeFactorDiff DamageFactorDiff Enemy_armor Enemy_weapondamage Enemy_spelldamage I also changed values on these: MP_damage MP_combatvalue MP_lifeHP MP_EShieldHP MP_armor The only ones that had an effect on the "last opponent" window were DefenseFactorDiff, AttackFactorDiff and LifeFactorDiff, where the HP of the last enemy doubled and the values for "opponent-chance to hit; player-chance to hit" were accordingly different. All other entries had no practical result in the stats displayed. I put double the original on the value correspondent to Niob on the first group (rightmost one) and doubled the amount of the first (leftmost) value on the second group, tested it with a level 200 BFG seraphim from the unskilled chars on the download section. Weird... Shouldn't I be seeing different results? (Yes, I had some spare time today, hurray!) PS: Fun fact as to what ZRareExpectation is concerned. I changed everything from tier 11 to 15 to 1000 and everything from tier 00 to 10 to 1, did a Guardian run in Niob with the seraphim and got three legendaries. Alas, they do drop! ---------------------------------------------------------------------------------------------------------------//--------------------------------------------------------------------------------------------------------------- Ok, so a few corrections here as last night results' were bugging me. So I changed these values from 1000 to 1 and then to 10000: MP_damage MP_combatvalue MP_lifeHP MP_EShieldHP MP_armor Yeah, they work as expected and related. With 1 it was one shot one kill, with 10000 I could barely kill anything with so much HP that any mob had at level 200. The important thing to note is that none of these values change the stats on the "last opponent" window! So yes they do work, it's just that these changes aren't displayed anywhere. Whereas changing DefenseFactorDiff, AttackFactorDiff and LifeFactorDiff will update the stats on the "last opponent window" these MP lines won't do it. So that's clarified. Is changing both necessary? I don't know, as I have no idea if one overrides the other (MP_lifeHP and LifeFactorDiff for example) or if they work together and multiply themselves one by the other, which would be hard to control and could get out of hand very easily. Then I thought that maybe I screwed up in testing Enemy_armor, Enemy_weapondamage and Enemy_spelldamage as well. So first I changed the fifth value to 1 and afterwards to 10000. Results were, well, few to none?! Then I switched all five values in those three parameters to 1, then to 10000 then to 100000. In all instances I couldn't really notice a difference in terms of damage inflicted to and by mobs. I have no idea why but I've changed these values in several different ways and nothing seemed to change. As for DamageFactorDiff, I still have no idea what it does... The MT and NPC values I didn't touch, nor did I mess with AllEnemy_lvl. And that's it. If someone cares to present some aid or clarification by all means, do so.
    1 point
  5. All my friends who I've introduced Sacred 2 to have all gotten hooked immediately for all those reasons.
    1 point
  6. heh... ayup... man, that balance is always trying ... we're very curious to see how this new system works... we've gone so many over the last decade... crossing fingers gogo
    1 point
  7. To patch the Steam version of Sacred Gold to 2.29, extract the .exe from this zip into your Sacred folder and use it to start the game instead of starting it over Steam. Example path to the Sacred Gold installation: "C:\Program Files (x86)\Steam\steamapps\common\Sacred Gold"
    1 point
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