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Showing content with the highest reputation on 02/27/2019 in all areas

  1. I know it's a total clickbait title but I actually want to discuss something important. And everyone knows that Ancaria was always great anyway. Over the course of time and different iterations of community made patches and mods there has been a lot of content added to the vanilla version of the game, and this is something that hasn't been consensual as far as I can tell. No one questions the ability for CM 1.60 to make the game stable, so all the added content that comes with it is to be endured in order to fully enjoy the game in its full splendor. And yet there are always folks that think that vanilla it should be. Now with that in mind there is one thing that's been talked about over the course of time, which is to make more standardized CM version. As daunting of a task as that may seem at first the question I ask is this, is it really a necessity or just something for a selected few who complain about no vanilla no game?! That's my first point so I'll keep the rest of the conversation below. Now, we all know how easy it is to mod this game, just grab GSME and enable the module you want to load on top of the game. You want added content? Load the module with "cm items", which would need what, an already existing blueprint and drop.txt files? Come to think of it it shouldn't really be that difficult to make a "vanilla cm patch" with optional modules to be added like any other mod with extra items and stuff. Now, I'm not talking about eliminating restored content but making newly created content an optional module. It's pretty much incredible just how much variety CM 1.60 and even EE 2.1 bring to the game in terms of enemy skins and weapons, as well as rng loot skins. The point I'm trying to make is that those things should stay, if they're in the game files anyway why shouldn't they? The only thing that they add is a greater visual variety in the game, they don't add more items to drop pools. Now the big question is this, do you, the community, feel like this is an endeavour worth taking? Making a CM Patch that has all vanilla plus only restored content, with the option to side-load all the extra content created by the community? What do you all think abou this? We have the tools, I know there's will out there. But how about it being something people actually want? And that my friends, is the million dollar question. Thanks for reading and I hope that we can discuss this.
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  2. Hey Guys Is there any text file that I can use to increase sacred 2 character move speed? Thanks
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  3. Do you happen to have Sacred 2 Gold or FA+I&B on separate discs? Because if you have the later then that's a configuration that I'm pretty sure wasn't tested when the patch was made. Other than that do it like Desm says and don't use anything else on top of 1.60 apart from the Trimmed Elite Textures, it could potentially do more harm than good.
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  4. I think you need to take into account the fact that this "lite" version would have to be made with I&B in mind and not FA, so it'd only work on top of the last game version released by the original devs. It wouldn't make sense to do it in any other way. Most of these changes and radical nerfs were made when I&B was introduced so that's not an issue I reckon, otherwise we'd have to rebalance the game again and that's hardly the point. I think we can all agree that they did good in sticking rph to weapon-based attacks and CAs, as an example. GT+rph was total overkill! I have to say that part of me wishes to play the game without any added content as it was originally, with "only" the stability introduced by CM Patch 1.60 and all the work done prior to it. But I also feel that another part of me would feel sad for the lack of added sets and equipment, which I don't feel like should be a separate mod since they were originally designed with the CM spirit in mind. Hence why I mentioned the possibility of making it a base of fixes that could be updated "on-the-go" without having to change the additional community made content. It would be sad to see so many extra quests, bosses and equipment just fly out of the window, or have them negate new bug fix corrections without a complete overhaul of the entire patch. In my mind, and I'm not afraid of putting it out since it's only my own vision of it and not the community's, I see the CM Patch "lite" as the bug fix on top on I&B 2.65, and then a "CM Quests & Bosses", "CM Sets, Uniques & Legendaries" optional modules on top of that, for instance. I believe only quest.txt and drop.txt would "need" to be changed in each of those two modules as for them not to clash with each other, since the creatures.txt and blueprint.txt with all the additional information regarding all content could be kept intact on the bugfix base. Without the quest spawning and being outside of the drop lists I think they's just be sitting ducks in those two files and not cause any inconvenience, but the resident modders should know how to answer that question better than myself. It's just my personal idea of it though, so it's worth what it's worth. Oh yeah, that orthographic agreement is quite the thing. Without going into much detail let's just say that you're accurate in that it brings writing closer. I also agree that you notice it a lot in terms of spoken language, though I think that some syntax would suffer in adaptation between both variants of the language. I don't think that Ancaria has specific terms like freezer (geladeira - frigorífico) so we'd be in the clear for those specificities. But still I bet an arm and a leg that most ranting conversations in quests would have slightly different translations, if not for the syntax alone. A compromise is bound to be achieved though, since it's mostly a matter of keeping the content and working around the approach on the syntax. The naming scheme on the localisation should be fun to read though!
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  5. Indeed, Portuguese as spoken in Portugal differs from the way it is in Brazil. Some compromise would have to be made, but in the end it would be a vast improvement over the only closest alternative, Spanish. I also concur that many of the skins of creatures, banners/flags of regions, and other visual fixes from the original game files that were never introduced properly in the vanilla Sacred 2 should stay as a part of a "lite version." Also, so should the trimmed enhanced textures. After that, I believe that the opinions of the community would begin to diverge much. Some topics of contention would likely be the vast array of additional armor sets and weapons, nerfed skills, and such. The removal of "Block Chance" as a block all modifier was removed from the original game. So now, where does this sort of palliating all end? Who decides and about which things? In the end how many players would be using a same exact given version combined with the same modifications after an advent of so many possible combinations and variables? Would what might possibly bring us together also possibly serve to separate us to some degree? Perhaps a less is more approach combined with an eye focused on what was originally envisioned by the original developers would be best. Although I have an idea, I am still a wee bit uncertain as to what precisely my preferences are and would be in the end.
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  6. I remember you mentioning such a thing, maybe this is a good way for recruiting troops for that endeavour?! Anyway the idea of being modular was as simple as not removing the added content which took so much work from everyone who did it. It'd be more like optional community made content, a sort of walk into the history of the CM Patch since it always introduced new content. I was reading the page on the Wiki and adding new stuff was always part of the spirit. Thus making "bug fixes alone + optional added content" was more in line with keeping the best of both worlds. Granted, I realize that if there are no new fixes introduced splitting the atom only to use its two parts seems like a waste of energy, but if there is space to press new fixes into the "lite" version then it would make sense to have the extra content as an optional module, since the main module (bug fixes, optimisations) could be changed furthermore without having to alter the rest of the pool of items made over the years. I don't know if that makes that much sense, or if there are still that many things to debug/optimise, but it's an interesting way to keep the work of so many people over nearly a decade still available while keeping the patch up-to-date. I'd very much prefer a CM 1.61/1.62 progression with the extra content on the side than a complete overhaul into 1.70/1.80. Vagner mentioned translating the game into Portuguese some time ago, and I admitted that it would be a daunting task to do so. But don't mind me asking, is there any work yet to be done in localisations? Just to be sure, just how much text is there to be translated? I'd probably be able to translate it and put into syntax, but then there's the question of PT-PT vs PT-BR. I know Vagner gets me.
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  7. It would be interesting to launch a "patch vanilla cm". Particularly I would continue using CM 1.6. The impression I have is that Sacred 2 has been hurriedly launched. So, come up with the pach that not only bug fixes but finalizes the project. I see CM 1.6 and EE.2.1 as updates ... However, considering that we should respect and value the "different ways of thinking and experiencing Ancaria" .... lololol A "patch vanilla cm" would make the community richer yet. ..
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  8. It's been on my to-do list for a long time, to make a CM-lite version of the patch, that was very strict with only introducing bug-fixes and performance enhancements, and nothing else. I have a pretty clear vision of how to do this; it's just a matter of finding the time and more importantly mustering the energy. I don't see the point in making it modular though. Fixes + fan content would just be the full CM Patch. Extracting just the fixes though seems like a worthy endeavor.
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  9. Welcome to the Darkmatters fora, Vuilgoed, you may find this thread instructive: Balance.txt
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