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Showing content with the highest reputation on 02/12/2020 in all areas

  1. 2 points
    I did not work much on Sacred these days, just some bat-models, but let me give you an outlook. Everything I made until now will melt together soon to something very nice. Can you imagine the whole picture already?
  2. 2 points
    Hello. This first post in this thread is woefully outdated as to what changes are current. I am in the process of rectifying this, this very night in fact! Your question is timely, because I came online to post the full change logs for Enhanced Edition. These are the files that document all changes vs. the base Community Patch 1.60. In contrast to having change logs by each version, these documents are comprehensive, and only list what is current. Sacred 2 Enhanced Edition Manual - This documents all changes in the entire mod (Original Spells module), as well as the optional modules. Enhanced Spells Module - Since Enhanced Spells is identical to Original Spells in every way except for the combat arts, this document only lists the changes to combat arts that Enhanced Spells offers. The first post in this thread should be updated by tomorrow. To answer your question, at one point the number was increased from 200 to 300, in exactly the line you posted. I have since reverted it back, as a lot of changes I made in the early days were mindless buffs that made things overpowered.
  3. 1 point
    Yes, that concept makes the sixth Gift an obvious raw deal. That's why, along with Ker's concept revision, her Gift has undergone a radical change in the Addendum. Instead of summoning, a possession takes place - for the duration of the Gift, the caster morphs into a Sakkara.
  4. 1 point
    Daemon(Da Ji) View File Submitter RuDDicK Submitted 02/12/2020 Category Sacred Mods  
  5. 1 point
    It sounds like you'll be wanting to play with the Original Spells module then. I made that version precisely because of that kind of feedback. The Enhanced Spells version is honestly just there as a legacy, really. It might be better to call it the "New Spells" module, since both versions have improvements to the combat arts. The whole point in the continued existence of Enhanced Spells is that it replaces old spells with new ones. So I'm not going to start switching them back. Players who want their favorite old combat arts should use Original Spells instead. You can, it's in creatures.txt. These are all the Inquisitor skills: mgr.addCreatureSkill( 51, {skill_id = 1, advanced = 1, skill_name = "skill_sword_lore", }) mgr.addCreatureSkill( 51, {skill_id = 2, advanced = 0, skill_name = "skill_hafted_weapon_lore", }) mgr.addCreatureSkill( 51, {skill_id = 3, advanced = 0, skill_name = "skill_armor_lore", }) mgr.addCreatureSkill( 51, {skill_id = 4, advanced = 1, skill_name = "skill_distance_weapon_lore", }) mgr.addCreatureSkill( 51, {skill_id = 5, advanced = 1, skill_name = "skill_pole_arm_lore", }) mgr.addCreatureSkill( 51, {skill_id = 6, advanced = 0, skill_name = "skill_offhand_weapon_lore", }) mgr.addCreatureSkill( 51, {skill_id = 8, advanced = 0, skill_name = "skill_wizzardstaff_lore", }) mgr.addCreatureSkill( 51, {skill_id = 9, advanced = 0, skill_name = "skill_tactics_lore", }) mgr.addCreatureSkill( 51, {skill_id = 10, advanced = 1, skill_name = "skill_speed_lore", }) mgr.addCreatureSkill( 51, {skill_id = 11, advanced = 0, skill_name = "skill_damage_lore", }) mgr.addCreatureSkill( 51, {skill_id = 12, advanced = 1, skill_name = "skill_shield_lore", }) mgr.addCreatureSkill( 51, {skill_id = 13, advanced = 1, skill_name = "skill_constitution", }) mgr.addCreatureSkill( 51, {skill_id = 14, advanced = 0, skill_name = "skill_toughness", }) mgr.addCreatureSkill( 51, {skill_id = 15, advanced = 0, skill_name = "skill_combat_reflexes", }) mgr.addCreatureSkill( 51, {skill_id = 17, advanced = 0, skill_name = "skill_combat_disciple", }) mgr.addCreatureSkill( 51, {skill_id = 18, advanced = 1, skill_name = "skill_concentration", }) mgr.addCreatureSkill( 51, {skill_id = 19, advanced = 1, skill_name = "skill_ancient_magic_lore", }) mgr.addCreatureSkill( 51, {skill_id = 20, advanced = 0, skill_name = "skill_horseman", }) mgr.addCreatureSkill( 51, {skill_id = 21, advanced = 1, skill_name = "skill_armorer_apprentice", }) mgr.addCreatureSkill( 51, {skill_id = 23, advanced = 1, skill_name = "skill_spellresist_lore", }) mgr.addCreatureSkill( 51, {skill_id = 24, advanced = 1, skill_name = "skill_alchemist", }) mgr.addCreatureSkill( 51, {skill_id = 25, advanced = 0, skill_name = "skill_trader", }) mgr.addCreatureSkill( 51, {skill_id = 27, advanced = 1, skill_name = "skill_perception", }) mgr.addCreatureSkill( 51, {skill_id = 29, advanced = 0, skill_name = "skill_devotion", }) mgr.addCreatureSkill( 51, {skill_id = 36, advanced = 0, skill_name = "skill_IN_inquisition_focus", }) mgr.addCreatureSkill( 51, {skill_id = 37, advanced = 1, skill_name = "skill_IN_power_focus", }) mgr.addCreatureSkill( 51, {skill_id = 38, advanced = 1, skill_name = "skill_IN_underworld_focus", }) mgr.addCreatureSkill( 51, {skill_id = 51, advanced = 0, skill_name = "skill_IN_power_lore", }) mgr.addCreatureSkill( 51, {skill_id = 52, advanced = 0, skill_name = "skill_IN_underworld_lore", }) If it says advanced = 0, it's a left column skill, if it's advanced = 1, it's in the right column. You can change them as you see fit. I don't plan on making any such changes in Enhanced Edition.
  6. 1 point
    incredibly nice. That sounds extremely useful. How did you solve that? is it this one:) ? ? +3/10 per Giftlevel (which is too few when it doesn't level with you properly - no divine divinity skill - even with skill it wouldnt suffice, omg - first time looking at this) Edit: NVM I tested that.... found out what this formula means for each CA level (= divine gift level)... default values are really low. ------------------------------------------------------------------- -- some Feedback might as well: I personally strongly disagree with removing that movement ability. It might not be overly used in Sacred2 (considering the engine), but it's still a world-game where you appreciate to be able to sometimes jump over stuff that is blocking you (or a river), in addition a ranged class having some kind of escape spell is always appropriate (you can also use it in a Combo escape+cast attack OR heal etc); the rooting on escape Imo was a good design by Ascaron. (not talking about its balance). - A modification could have been to summon a very short timed decoy when fleeing (or when arriving), to make it viable. - Or if you really wanted that new trap - reminding of Sacred 1 , I would have suggested Converging DD with FF (casting DD where you leave and/or where you land, possibly as modification to cast it when landing/leaving in addition). Those fit together. You can then also just use FF on your current position to cast DD like usually. (balance of course would need to decrease the power a bit) Generally replacing/removing existing skills that some players might fancy and possibly being part of the reason they play the game, I'd consider a strong modification rather than only an enhancement, Imo. -- end of feedback/constructive criticism Scoll!
  7. 1 point
    I am touched, honoured that you think so Jayce. I have come a long way, but there will always be further to go, because one does not ever really learn everything in one life time or even in several life times, hence why there is reincarnation, so that we get to live many lives, many times over, but never reaching the end. I would not want it to end personally, I like and love life and all of the experiences that goes with it and every other life too. It is okay, you do not need to believe in reincarnation, it is simply my own personal belief.
  8. 1 point
    Chorizo -> Ahle Worscht, Ahle Wurst, old sausage Local delicatesse. Normally made from just grown out pigs which lived outdoor and build up muscles, The meat has to be processed warm and rough cut, normally at house butcherings. Only salt and pepper allowed, no chemicals. Filled in intestines while still warm it has to ripe for 4 weeks at temperatures indoors around 15C. Normally the heat in a patchwork house kitchen ;) Then it is air dried just below the roof of said patchwork house. Normally corn was stored there and so the wind can blow through holes so the corn (in germany corn is wheat or rye) would get dry and build no molds or bacteria. Our family used to make it from local wool pig (nearly died out race) and the ripe process was up to 9 month. I use boar and the meat has slightly less water content so the ripe process is done after 6-7 month. Nearly all of my Ahle Worscht sausages are used as birthday presents. The picture at the english wiki is one for export and tourists. Obviously no natural intestine used https://en.wikipedia.org/wiki/Ahle_Wurst
  9. 1 point
    G'day. I'm wondering if the faction standing is transported into another difficulty. I'd expect a mid to small diminishing return because of a higher difficulty, so not too harsh because monsters raise with level, too, and you basically don't want to do it too much, because you are getting more experience & better gear in higher difficulties. You know the game. So is there some thing like that in the game? If not , can you mod it? Imo it's a fair question considering there are 5 difficulties and the big number of side quests. Doing bronze or siilver full and then... paying full price again at gold and so on. Not so rewarding/incentivizing if said question wasn't the case. Of course for the fun of it..
  10. 1 point
    I will never again work with particles, believe me! Its a nightmare! At least I got a good looking version of the charged claws ready which works well with the remaining effects that share the same file. The decision to seperate such work from the main gui was correct. I have found two more effects, we have |EDIT| 10! now at all, that work with the same file and I havent even checked the remaining classes. I had to discard the effect shown above, because one of the five Vampire related effects turned into a bright, glowing pink. Despite I tried to look it over, it became a nuisance quickly and I decided to drop it. New stuff looks far better now and pesky kawaii-pink is no more. The new effect can be seen on the right side of the image.
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