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Showing content with the highest reputation on 04/10/2020 in all areas

  1. Hello there! I am glad to inform you that the new version of the mod is available for download! The interface is finalized and multires added! But on big resolutions may be a little problems with textures (more info in change logs!). You can download mod in our topic or group on vk.com!
    4 points
  2. Really good job. The only problem I have is that in the farthest of zooms I got major fps drops. I can only play in the medium or closer zoom and its not very easy not being able to see much of what sourrounds me. Other then that is super good!
    2 points
  3. Hello DarkMatters Community ! After years I've stepped over Sacred 2 again im willing more than ever to play the game and grind out all the difficulties without "cheating". Of course im going to play the game with the Community Patch and Enhanced Version. I also have these Mod's active: - Enhanced Spells - Superspawn I already took a few steps in Ancaria but realized soon that vanilla rates are very slow. Now im facing a wall. It was very easy to boost the experience gain over the balance.txt to speed up just a little but not to much. The problem I have now is that I've tried like 50 diffrent changes to the ZRareExpectation00 - ZRareExpectation15 to boost my drops a bit aswell without getting "OP" fast or dropping way to many good items in no time. Dont worry, I already checked every post about Balance.txt that you could find over the internet thats why I decided to ask further and maybe a better explaination. My current Setup is the following : ZRareExpectation15 = 4, ZRareExpectation14 = 7, ZRareExpectation13 = 12, ZRareExpectation12 = 25, ZRareExpectation11 = 40, ZRareExpectation10 = 855, ZRareExpectation09 = 510, ZRareExpectation08 = 459, ZRareExpectation07 = 408, ZRareExpectation06 = 357, ZRareExpectation05 = 306, ZRareExpectation04 = 255, ZRareExpectation03 = 204, ZRareExpectation02 = 153, ZRareExpectation01 = 102, ZRareExpectation00 = 80, -------------------------------------------- DropMaxRandomRare = 12, - (What ive read is that this is the maximum tier of Items you can drop randomly so this would be ZRareExpectation12) -------------------------------------------- NORMAL_STANDARD = 400, NORMAL_RUNE = 30, CHAMP_STANDARD = 800, CHAMP_RUNE = 70, Now I need you guys to help me out here because I dont understand how a level 28 Shadowwarrior [Silver Difficulty] with literlly 0 magic find can drop uniques and set pieces over normal monsters and champions already. Of course I want to speed up the process of the game a bit but I dont want every 10th mob(+/-) to drop a setpiece or unique, thats to much for my personal feeling. I still want to grind a bit but not like hundreds of bossruns to get any good items. How is this possible when people posted many times that -> ZRareExpectation15 = Legendarys / ZRareExpectation14 = Set's & Uniques / ZRareExpectation13 = Uniques Are there some uniques that are in lower treasureclasses like 13-15 or what is causing this ? As you can see I already turned down 11 and 12 aswell because I thought maybe there are some in there too. I really dont get it and I hope I can find assistance here. Seems like whatever I do or change to lower numbers still wont help me or /= drop nothing at all. My goal is to play the game without the garbage items and drop normal or decent stuff often and the uniques / sets not that often. Of course RNG is a thing that you cannot change but this one here clearly has nothing to do with RNG. Thanks already and I hope to see your help !
    1 point
  4. Hello Flix ! Thanks for your fast reply and explaination. Makes sense for me and I will try increasing the higher tiers just a little bit so it wont drop to crazy and keep the lower ones as they are. But even with the Setup im playing now, do you have any idea how on earth I can get Uniques dropped just like that ? Uniques in Tier13 that I have set as (12 / 1.2%) and I still dropp so many of them its crazy. I think the dice might be able to "hit" T13 alot easier with all low tiernumbers I have in my file. What I also can confirm is that if you lift NORMAL_STANDARD = :), CHAMP_STANDARD = :), above [1000 / 100%] your chance of getting uniques and sets is brutally high, almost guaranteed no matter what you have in the ZRareExpectation groups. Reason for that is that the "Dice" has several chances to roll between all the groups. = more drops = more dicerolls = more chance for any Unique / Setpiece.
    1 point
  5. Tier 0 = Junk (grey text) Tiers 1-4 = Normal (white text) Tiers 5-8 = Magic (blue text) Tiers 9-12 = Rare (yellow text) Tier 13 = Uniques (gold text) Tier 14 = I call these hybrids because they spawn with gold text when dropped from enemies/chests, but orange text when given as quest rewards. They should probably have their own classification and color scheme honestly, like "Epic" and purple text or something similar. Tier 15 = Legendaries (orange text) Set items may be any of these tiers. They could even be lower tiers, though all are currently between 13-15. They will always have green text no matter the tier. Obviously what I feel is well balanced is what I've provided in the Enhanced Edition, so I can't say with authority just how you should adjust balance.txt to get exactly the drops you want. The thing that complicates it is that various types of enemies and even chests pull from different types of drop lists defined in drop.txt. This is based partly on the "dangerclass" assigned to enemies in creatures.txt So rats for example have a very low danger class, so they are set to draw from crappy drop lists with mostly normal-class items. If you lower the chance to receive normal items in balance.txt, and you're not increasing the chance that rats will drop more uniques, you're just increasing the chance that the rats won't drop much of anything at all. Therefore I would not reduce any of the ZRareExpectations for the lower tier items. Instead I would increase the numbers in tiers 13-15 slightly. Keep adjusting it in very small amounts until it feels right to you. EDIT: Also, welcome to DarkMatters! I hope you enjoy your time here.
    1 point
  6. Alright, it has been a while since I've updated this. The main reason is this: First, I did start quite a few new characters in EE and trying different styles. Then, it has been around less than a week since I came back to my "gatling gun mentalist". And after experimenting with different styles of others builds, and coming back to Ezraelle, I have learned quite a few things. The main thing are the multiples mistakes I did when I build the character at the first 75 levels both in skill distribution, where to distribute the skills and when to distribute ... I feel like a few unnecessary deaths could have been avoided like this (also it is a good learning experience when I take this build to hardcore ). I have also learned quite a lot from item modifiers. And I found out that I am especially found of %chance to ignore armor and deathblow. Combined with critical hits, this can make a very lethal combo ... except that, as far as I can see, I only use those on archangel's wrath which is REALLLLY good don't get me wrong but I feel like I missed a few opportunities. Also, it seems that ancient magic, while useful, might be far from being optimal here.And there's also the order of the distributions of mods points on combat arts ... well ... mistakes were made. I eventually corrected almost all of them ... but mistakes were made hehehe . With that in mind, while I will continue Ezraelle now and then until niobum, I decided to stat this build anew and have some changes I have in mind. First the order of skills: Exalted warrior and Revered technology lore focus ... that's the first two picks, no question about it.After that ... well ... this where things might significantly differ from my original build.First of all, there are other skills I am considering ... which might change the build A LOT! The main point one I intend to switch for will be Combat discipline ... and that's not negotiable ;) Ancient magic might go away.Other skills I am considering are : tactic lore and warding energy lore. And that means up to three skills (if I am not mistaken) might be switched ... but which ones? The first option I am considering is this: All three focus skills+Concentration are there to stay ... it's the main focus of the build after all, to rapidly fire a barrage of spells and combat arts Combat discipline will definitely be added, I sense that it will help the build too much for that. And will probably be picked in my first five skills. After that, the main first option is to switch the Revered Lore with tactics lore. I would use the Revered CA for divine protection + eventually the other buff. And sonic vortex and Nova flare will be used with on a combo with those two and radiant pillar added -> this would be my main debuff combo for creating chaos and weakening monsters. Then I'll make two other combos using the exalted and celestial aspects. Also, this one would have combat discipline replace ancient magic. By switching to a more weapon oriented build (while still keeping good spell damage through celestial aspect), I will have the option to use several different slots with weapons designed to take advantage of the different monsters weaknesses (they all have at least one). Another option is to keep the original build with just combat discipline switched in lieu of ancient magic. So, the bigger combat might help with cooldown, more damage on what I am using already overall and so on .... and it will open the option of using exalted warrior with mods designed to lower physical armor ... making sonic vortex that much destructive. A final option is to go completely crazy on all aspects -> take all focus+lore and add concentration+combat discipline and then two defensive skills. Then I have access to everything and this make the build quite, quite versatile which is the main point I am really enjoying in there. And depending on which option I take, I will have either two or three defensive skills ... and several good options. First of all, constitution while at first seemed a good idea to survive the downtime between two divine protection I am starting to realize is ... a bit meh. Toughness seems the way to go here without question. It simply adds too much. Then, do I go for two or three defensive skills? If only two, armor lore is pretty much guaranteed ... but if I go with three I might try the warding energy lore instead of shield ... but it makes the downtime much more dangerous especially at lower levels. Speaking of survival,I'll end with this: I am developing a healthy respect for the basic blacksmith armor rune. It does seems to give a good amount of defense. Combine with the correct relics (which I did forget early game, and sometimes after .... costing me a few inflicted deaths) .... AND some of those new basic talisman EE gives you access to ... I am noticing it gives a good amount of armor, though I'll still need to experiment there. Also, finally, combat discipline might indirectly contributes there. First by lowering cool-down on my divine protection+dashing alacrity combo, allowing more runes to be eaten more early (more protection and less downtime earlier), it might also contribute to allowing longer cool-down while keeping the "Gatling gun" part of the build intact since longer combo can accommodate that, allowing higher runes to be eaten-> better buffs, damage and everything. And at lower levels, it will allow me to use significantly less blacksmith to lower cooldown and put, instead, those that gives +% to all armor. We'll see. I have started today and I will report later in the evening to tell you how it goes. Cheers!
    1 point
  7. Your team has not been stopping on this mod ever since you announced your work... Congratulations for all this effort and your latest release Good job!! gogo
    1 point
  8. This is insane work ! Came here from Sacred 2 forums. You guys are indeed relentless !
    1 point
  9. 1 point
  10. Version 1.0.0

    65 downloads

    The modified sundial allows Vampires to determine exactly when it is save to shapeshift and when it is time to return to human form. Have fun and enjoy the hunt! EDIT: Oops, something slipped through! Please rename the sundial file like this: GUI_DAYNIGHTDISC
    1 point
  11. Version 1.0.0

    186 downloads

    Hello sacred lovers, I've got some skins four our assassin, the Dark Elf. I'm still looking for that secret texture of ,,Shalinor the Dark Elf" but I can't seem to find it anytime... Well, Enjoy assassinating your enemies with these skins! I left a read me file if someone don't know how to make this work (I do that everytime, but it can't hurt to give a guide)
    1 point
  12. Version 1.0.0

    137 downloads

    I made some skins for the champion of the arena, the Gladiator For those who want to charm the amazons: Barbarian For the freedom fighters: Prince Valor For those who will fight even in death: Ghost of Prince Valor For the warriors who escaped the arena to save Ancaria: Blonde Gladiator For the weapon makers who coudln't just sit in one place waiting for the end: Smith And for those who want to train the new gladitaors: Master Gladiator Enjoy the skins I left a txt file if you don't know how to get these work. See ya next time!
    1 point
  13. Version 1.0.0

    144 downloads

    Inferno UI for Sacred Gold -- by Flix This mod changes several elements to be more blackened and fiery orange. One of the loading screens is adapted from Ysendra's Black UI mod. Text in the inventory should also be much easier to read. Install Instructions =================================== Download the Generic Mod Enabler (GME) and install it to your Sacred Gold root folder. Mod Enabler is available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml For Steam the root folder is C:\Program Files (x86)\Steam\steamapps\common\Sacred Gold For GOG or disk version, the root folder is wherever you installed the game, for example C:\Sacred Gold After running the GME once, it will make a folder called "MODS" there. Extract/copy/move the contents of the compressed file into the "MODS" folder. There should be a folder called "Inferno UI". Run the GME and enable the mod. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish.
    1 point
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