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  1. Good day everybody, I am happy to present you a very special video today: The Magic of Sacred - A documentary about the ARPG classics "Immerse yourself in the fascinating world of Sacred and the game company Ascaron! This documentary takes you on a journey from the beginnings of this epic action role-playing game to the present day. See how the developers transformed their vision and made Sacred a timeless classic. We take an exclusive look behind the scenes, revealing the challenges of development and showing how Sacred's fascination continues to this day. Join us on this unique journey through code, creativity and the magic of a role-playing phenomenon. Don't miss the chance to rediscover the legend of Sacred and become part of this epic gaming story." YouTube Video Have fun watching
    6 points
  2. I've uploaded the new patch with the change log above. It can be found on the Downloads page as well as on the Nexus. This will be, I think, the last release of Enhanced Edition. I've done everything I set out to do and am ready to move on to other projects.
    5 points
  3. Some areas of the worldmap are either completely empty, or filled with weird artifacts. In Sacred 1, the ocean south of the Desert ends in one gigantic waterfall. I've made extensive code modifications to Sacred 1, but never published the result. Once my Sacred 2 project is deemed complete, there's a point in making my Sacred 1 efforts available to the larger audience.
    4 points
  4. Birthdays- Think it will be close to three more years to my next birthday. Sharing birthday with half of the twins so its more their my than mine birthday short before x-mas. @LINDOR How many Lindor pralines do you get on your birthday?
    3 points
  5. ... And, well. Time to finish it again I guess. Anyway. I'm a 31 y/o woman, bilingual FR/EN, and have been a long time gamer in general. I used to play Sacred on console before I made the switch to PC and discovered the CM Patch. Most of my gaming time is split on MMOs or older games, with a few exceptions. See you later, Ancarians o/
    3 points
  6. Oooh I got pinged, although I have to admit that I have to look through this in detail what you did that I could use. I have not been very active posting anything and busy on different projects that involve AI, but I'm in fact also still modding on that game. It's crazy what things you get to do if you're a bit involved on the internet and all the people you meet. You are appreciated and I love to read along and will surely need your help in the future. I have finally gotten some tools for modding, because everything I did was done by painting on the DDS files, and now I can also paint on the model directly. At the moment I am restructuring my mods and workflows because it's always been very messy, unlike your organized work that's easy to follow along and your documentation. Will see you as a role model and contribute more again as well. Until soon.
    3 points
  7. Alright. This is Grim Resilience in spells.txt: Sounds like you already know the basics, let's just get straight to it. The defined token entries have 4 numbers. The first one is base value, second one is increase per CA Level. The third number denotes which mod node the bonus is tied to and this is what interests you. The 4th number is irrelevant for now (although very important if you want to look into further CA modding). If the third number is 0, that means that token is active on the CA baseline, without any mods. Numbers 1-6 represent mods. 1 is the first Bronze mod, 2 is the 2nd Bronze mod, 3 is the first Silver mod, 4 is the second Silver mod, 5 is the first Gold mod and 6 is the second Gold mod. All you need to do is simply duplicate the mod tokens and assign them the same number as the other mod in the pair. So for example: entry0 = {"et_life_buff", 250, 250, 0, 9 }, entry1 = {"et_addattr_willpower", 300, 150, 0, 41 }, entry2 = {"et_life_buff", 125, 125, 1, 9 }, entry3 = {"et_life_regen", 20, 20, 2, 41 }, entry4 = {"et_baseVW", 100, 50, 3, 5 }, entry5 = {"et_regThisBuff", 250, 5, 4, 8 }, entry6 = {"et_chance_evade", 200, 2, 5, 41 }, entry7 = {"et_damping_phy", 50, 3, 6, 41 }, entry8 = {"et_life_buff", 125, 125, 2, 9 }, entry9 = {"et_life_regen", 20, 20, 1, 41 }, entry10 = {"et_baseVW", 100, 50, 4, 5 }, entry11 = {"et_regThisBuff", 250, 5, 3, 8 }, entry12 = {"et_chance_evade", 200, 2, 6, 41 }, entry12 = {"et_damping_phy", 50, 3, 5, 41 }, That will make it so the bonuses of both tokens get applied, no matter which one you pick in game. There will be still only one active visually, but you'll get the benefit of both. Make sure you only have one of the mods picked at each tier if you do this (if you used the character editor) or you will get both bonuses twice. You can add however many tokens you want to a particular mod this way (as long as they are compatible with the spell class).
    3 points
  8. Check on page 6 of the change log linked in the first post: The following sets were created by Ascaron but were omitted from any drop lists despite being completed. They will now drop. o Arbereth's Garments of Mutation (Inquisitor) o Dimiona's Garments of Mutation (Temple Guardian) o Glimborin's Garments of Mutation (High Elf) o Megalcarwen's Garments of Mutation (Seraphim) o Mormorin's Garments of Mutation (Dryad) o Tallin's Garments of Mutation (Shadow Warrior) o Centurio's Insignia (Shadow Warrior) o Bergonix' Judge (All-Class miniset) o Bratgrimace's Legacy (All-Class miniset) The following Legendary items (including those from from Kira's Protection, Black Death, & Equilibrium) were likely intended to be part of various all-class mini-sets (à la Bergonix and Bratgrimace). However, since no set bonuses were scripted by Ascaron, I did not presume to invent any and instead the items will drop as individual Legendaries: o Arnum's Signet (Ring) o Charo's Brilliance (Ring) o Charo's Sparkle (Ring) o Gruma's Breath of Perdition (Staff) o Gruma's Talisman (Amulet) o Insignia of Thunder (Amulet) o Kira's Iridescent Shard (Amulet) o Kira's Guardian (Ring) o Khral's Ring (Ring) o Nitao's Amulet of Agony (Amulet) o Nitao's Ring of Suffering (Ring) o Shadow of Urtak (Ring) o Star of Illumination (Ring) o Star of Silithar (Amulet) The Dragon Mage's mutation set will also drop. I allowed myself that one. No other item sets from CM Patch will be found in PFP. Happy playing!
    3 points
  9. @bestreducerAddendum patch links updated with the proposed bug solution. Should that suffice, the main archive wil be updated as well. @FlixThe fixed s2logic.dll for the D2F:https://drive.google.com/file/d/1Otv_froTqTnWKCplJX5ZNKurPydY9W1D/view?usp=sharing
    3 points
  10. Congratulations - Surely something that changes life There is an old african saying: It needs a village to raise a kid! Hope you have your village: family, friends, good neighbours in times of need ,... We were lucky in this and we hope you will be lucky too
    3 points
  11. I played the game intermittently since release. Played in 8 seasons out of the total 28 that have happened until this point. With Season 28, I decided I'd try finally pushing for the very top and beat Greater Rift 150 solo. Been grinding Paragon levels and as the season is nearing its end, finally decided to try going for the 150. And lo and behold, I cleared it on my first try Considering how much I struggled with 149, the boots upgrade I've found recently had to have been more impactful than I had thought. And here is the heroine that did my first ever GR 150 in Diablo 3. And most likely, the last: as this will mark the end of my Diablo 3 career. Beating GR 150 has been the last goal I wanted to achieve in this game and I finally managed to do it. I've experienced the game at release, with Reaper of Souls release and how it changed over time. Don't plan on coming back and as it is going into maintenance mode after the next season, I think it's about time too. If I had to guess, I'd say around 1500+ hours spent in the game at various stages of its life. Farewell Diablo 3. You were a good time waster.
    3 points
  12. Fallen Angel View File The Corrupted version of the Seraphim. Changed whatever I could; - BeeEffGee bolts - Irritation - Lightning Bolt - Light Shield - Celestial Light symbol - Strength of Faith - Energy Bolts - Sparks for Combat Arts when striking enemies - New Weapon Glow Here is a video: Submitter VilyaTheWhite Submitted 08/02/2023 Category Sacred Mods  
    3 points
  13. Spirited and still here... great visit last night, we got to sit back, chill and watch 3 star michelin restaurant reviews, shes the only one who can bear watching them wit me
    3 points
  14. So, after playing a couple characters that took Damage Lore, I have to say that it is actually quite powerful once Mastered. IF you are using mainly Fire/Poison attacks that is. It increases exclusively duration for the Ice and Magic effects and that doesn't really mean much. But for Fire and Poison, once you pump Damage Lore Mastery to around 400% bonus damage/duration, it's actually massive. Especially with weapon attacks and powerful converters. You hit an enemy once and then he takes several ticks of damage, dealing the same damage as the original hit, passively. You can just attack most enemies once, move on to another and things will just die on their own while you move on to the next enemies. The chance to trigger secondary effects from the skills is additive, meaning it just gets flatly added on top of the existing chance. So at high levels, you are pretty much guaranteed to trigger them with every hit. I rarely see this skill suggested, but if you are using mainly Fire or Poison damage, squeezing this skill in can do wonders. But the reason I don't see it mentioned often is probably the Mastery requirement. Without it, the skill is mediocre at best. Another skill that I feel is often looked over is Spell Resistance. It doesn't really do much initially, but the impact once Mastered is one of the strongest in the game. It works against every negative effect inflicted on you that has a duration. From damage over time, to roots, debuffs like magic damage secondary effect or Olm blinds, slows... Everything is reduced to a fraction of its original duration and does absolute wonders for survivability. The only thing it doesn't work against are stuns. Immediately at level 75, you instantly gain the equivalent of 65% "Detrimental Effect Reduction", which can be pushed to 75-80% with enough skill points. Absolutely massive, frees up a ton of defensive slots/bonuses that you'd have to get from gear otherwise. Not to mention that the base bonuses of the skill, the extra Spell Resistance and reduction of spell criticals can also be quite noticeable at higher levels. I came to appreciate this skill a lot, on par with things like Constitution or Toughness. My Seraphim has this skill + extra Detrimental Effect Reduction on gear and all negative effects last 1-2 seconds max. Damage over time effects like the infamous Spider Spit does a single tick of damage instead of 4. Some negative effects drop so fast the game bugs out. I had a Weaken effect get stuck on me after walking through T-Energy, constantly getting turned on and off because the duration was so short. That's how you know a skill is broken Again, the main negative of the skill is the Mastery requirement. Somewhat mediocre without it. Alchemy. Unlike the other two, this one can be left at 1 point and let gear do the rest. This is a skill with one of the least impactful Masteries in the game. All it does is is provide a mediocre bump in the value. Nothing special happens if you master it. Got it on my Seraphim for testing purposes and with all the skill bonuses, having Mentor potions last 2+ minutes in Niobium is a joy. Not to mention the various trophies and effect on other potions. Health potions become instant full heals and Alchemy even works to counteract the penalty for spamming potions too quickly, meaning that 2 or even 3 consecutive potions can still full heal you even when the diminishing returns kick in. Also, just from bringing one character with Alchemy into late Niobium, I now have 1000+ Strong Mentor potions in the bank for other characters because thanks to the increased duration from Alchemy, the supply far outdoes the demand. For Trophies, both duration and effect increase. Things like Iron Ore, Skull or 4 leaf Clover can become extremely powerful with enough Alchemy points. Here are some numbers from my Seraphim that has only 145 soft points in Alchemy (219.5%) and Niob trophies: Strong Mentor Potion duration - 158.9 seconds Base trophy duration - 20 seconds, becomes ~44 seconds. Four leaf clover Trophy - +215.6% Chance to Find Valuables. Easily the most powerful source of CtFV in the game. Save these for farming Guardians and it works wonders, especially if you can kill all 4 plus the machine in the duration of one trophy. Combine with Enhanced Perception, high survival bonus and map explored % for ludicrous results. Troll Tooth - + 620.4% Attack Value. Yes, you read that correctly. Branch Trophy - Block Root 85.8%. Can be a great help in root heavy areas. Iron Ore Trophy - +1798 Physical Armor, which then further gets multiplied by any armor bonuses you have. My character goes from 10176 Physical armor to 19717 just by popping an Iron Ore Trophy, almost doubling it. Skull Trophy - +23.6% Critical Chance Harpy Feather Trophy - 77.8% Chance to Block ranged attacks Construction Plan Trophy - 77.8% Chance to Block Spells. Use this and laugh at everything, including the dragons in dragon caves or eyes in the Blood Forest. Talisman Trophy - 32.1% Chance to Evade. If I Mastered the skill with another 74 points, it would only move from 219.5% to something like 295%. Truly one of the worst Masteries in the game. BUT, it would probably bring all those high % chances very close to 100%. The only other skill that I'm not sure about yet is Riding. Wondering how much of a difference Mastery will make in the speed. Will probably try running a Riding character soon to find out, Speaking of which, does anybody know if the Mastery speed bonus from Riding is flat or relative? Wondering if it means you get +15% at level 75, or 15% from the base. Inquisitor has 130% movement speed on the spider and I'm not sure if it'd become 145% or 149.5%.
    3 points
  15. Looks like it was changed at the script level between Fallen Angel and Ice & Blood. Fallen Angel: mgr.createSkill { skill_name = "skill_toughness", advance_level = 75, min_level = 1, mean_value = 150, advance_mean_value = 225, skillgroup = "SKG_DEFENCE", adv_skill_name = "skill_advanced_toughness", } Ice & Blood: mgr.createSkill { skill_name = "skill_toughness", advance_level = 75, min_level = 1, mean_value = 200, advance_mean_value = 300, skillgroup = "SKG_DEFENCE", adv_skill_name = "skill_advanced_toughness", }
    3 points
  16. Been having a hard time finding a character/build that I want to level past lvl20. Pretty sure it will be a Druid or Barbarian though. A big ugly guy just like me lol. Part of me wants to rush campaign so I can unlock several features for all toons, but part of me needs to explore every nook and cranny. (Remember the Uber Goober anyone:)). So I end up doing a bit of both and seem to wander aimlessly. At some point I'll get a headset so I can voice chat. I'm a slow typist and I can easily miss any text chats when in combat. I think someone already mentioned right-clicking your intended destination on the map and it will show the fastest path to get there. I love that'll even show the path thru areas you haven't explored yet and still has fog of war. If you find a statue out in the wild and see a circle on the ground in front of it, you can interact with it. Just read the inscription and it will give you a clue as to what emote to use. For example I came across one and while most of the inscription was worn away, one of the words on it was 'Farewell'. I opened the emote wheel and selected 'Goodbye' and the statue gave me a temporary buff. Just make sure you are standing in the circle when doing it or nothing will happen. Found several like that so far in my travels.
    3 points
  17. DIMITRIUS'S CM PATCH ADDENDUM - 2023 View File Fellow players, I'd like to present the CM Patch 1.60 + S2EE 3.2a Addendum Beta. The Addendum Beta contains game changes, fixes and extra graphics content. Gameplay stability in Multiplayer is not guaranteed. Playing wih legacy characters is highly inadvisable. The Addendum Beta is is not compatible with either D2F, or Enhanced Edition variations out of the box. It also requires the Elite Textures to be switched on(the Trimmed Elite Textures are highly recommended). The available localizations are English and Russian. Take note: Unlike the CM Patch 1.60, the Addendum has not been extensively tested by a dedicated team. Quirks and CTD's are technically possible. Please, report any such incidents. Game Mode changes: "Player vs. Player" mode is replaced with "Pandemonium" mode. "Pandemonium" mode description: With the all the disruptions and anomalies, caused by the Great Machine instability and overcharge, trans-dimensional rifts start to manifest. A massive invasion by a malevolent force, describing itself as "The Burning Hells" soon begins, followed by a self-proclaimed benevolent force, "The High Heavens". It's time to take out all this trash. Meet new enemies and a lot of new bosses. Those, who manage to kill all bosses and minibosees in one run receive singnificant attribute and skill point rewards. Gameplay Changes: 1. One of the primary calculation functions, used in attack vs. defense, spell intensity vs. spell resistance, damage vs. armor calculations has been fixed. 2. Occurrences, where, upon changing locations via doors, or secondary teleports, various objects and NPC states at the new location were not updated in a timely manner, should no longer manifest. 3. It is now possible to traverse dungeons levels and enter-exit dungeons without dismounting. Previous technical limit have been successfully alleviated. 4. Ingame price inflation is decreased by a factor of 10. Minimum item full price is 4 gold now. 5. Appropriate equipment and character bonus-granted modifiers now have a chance(35% for single target attacks, 15% for Area of Effect attacks, 0% for temporary and permanent buffs) to apply to spell-based attacks. 6. A certain rare day-night transition CTD is fixed. 7. One bonus type(BONUS_REDUCE_ENEMYS_SPELL_REFLECTION) has been restored. 8. Two bonus types(BONUS_ALLSTATS, BONUS_ALLSTATS_REL) have been introduced. 9. The functionality of bonus type BONUS_NOFLEE has been expanded. If applied as a debuff, it compels an opponent to attack in melee. 10. The BONUS_LIFELEECH_REL bonus type now properly causes percentage-based leeching from the creature's current health. 11. Damage mitigation is now capped at 85%. 12. 'Combat Art Skills +' modifier behaves correctly now, improving 'Ancient Magic'(now called 'Spellcraft Lore'), 'Combat Discipline' and 'Concentration' skill instead of 'Shield Lore' and 'Warding Energy Lore'. 13. The BONUS_HURL_ENEMY bonus type mechanics has been reworked. The damage is no longer indiscriminately applied to non-hostile NPCs and mounts. 14. Drop tables have been revised. Potion drop rate has been severely reduced. Missing set items should now drop. 15. PhysX object behavior in the game world has been optimized. 16. Both ambient and combat music selection have been significantly expanded. 17. Some projectiles used to demonstrate strange physics quirks(ricochet off some surfaces, "falling leaf" behavior). Should no longer happen. 18. CA tokens "et_debuff_EAW", "et_debuff_EVW", "et_debuff_armor_phy" from the same source CA no longer stack on affected targets, and are longer attached to affected targets as offensive properties(CA's affected are marked with '*' in the description below). 19. The merchant stock replenishment formula has been altered, the growing character level now makes it somewhat easier to encounter better items in shops. 20. Bonus BONUS_INVISIBLE now works like a reasonable random chance of remaining undetected. 21. Occurrences of playable characters becoming perma-paralyzed upon being knocked back is resolved by making "host"(on local server) player immune to knockback. 22. Ambient sound volume has been adjusted for several temporary buffs. 23. Root effects are now both bonus type driven and are actually chance-based. BONUS_CHANCE_ROOT and BONUS_CHANCE_BREAK_ROOT bonus types can now be used both as spell and item properties. 24. BONUS_UNSTUN_CHANCE bonus type has been introduced. Represents the chance-based ability to break stun effect on self. 25. Healing potion anti-spamming feature now actually works. 26. Energy shields now regenerate in combat, but, just like health, the in-combat regeneration rate is 0.02 of out-of-combat regeneration rate. 27. BONUS_DISMOUNT bonus has been removed, due to it's fundamental application flaws vs. NPCs. 28. BONUS_HRM_FIGHT bonus type has been introduced. Represents a percentage-based multiplier to in-combat heath regeneration rate. 29. BONUS_SRM_FIGHT bonus type has been introduced. Represents a percentage-based multiplier to in-combat energy shield regeneration rate. 30. Stun duration has been set to 6 seconds. 31. BONUS_BLIND_RAGE has been actualized in blueprint.txt. Represents the chance for a creature to become universally hostile for a time. 32. Mount maximum achievable level is set to 250(used to be 201 upon game reload). 33. Several extra CA tokens have been introduced. General Playable Character Changes: 1. Characters can now have up to 13 skills and up to 6 combat art modifications per each combat art. 2. Characters can now possess a single mount, either a horse, or a special mount(now called 'class mount') at a givent time time. Any type of mount can be sold to any mount vendor. Buying special mounts requires visiting class mount vendors. 3. New characters now have the lore-appropriate deity preselected by default. 4. Various fixes to character animations have been introduced. Unused animations have been restored. 5. Character models have been reworked, fixing seams and improper weighting. 5. An extra slot has been introduced - the 'Mount Ward'. Necklace-like items can be bought from Blackmiths, their properties become active, if the character is utilizing a mount. 6. Characters now auto-ride their currently active mounts upon game loading. 7. Character animation blending speed has been adjusted. 8. Transformed characters can now open doors and chests. 9. Singleplayer characters can now longer start multiplayer campaigns. 10. Multiplayer characters can now longer start singleplayer campaigns. Skill Changes: 1. 'Bargaining' skill mechanics has been modified: the skill is now a viable investment at higher levels, due to increasing chance to encounter Sets, Uniques and Legendaries in shop inventory selection. 2. 'Blacksmith'(now called 'Smithing') skill mechanics has been changed. Safe forging removal chance progression is much better now. The 'Blacksmith Arts' are now runic forge tokens carrying one(two at skill mastery level) random modifier. 3. Aspect lore skills now affect more combat art properties. 4. 'Fist Weapon Lore' has been restored as a Dragon Mage exclusive skill. It affects fist weapons and bare-handed combat, allows to dual-wield fist weapons. 5. Constution Mastery now makes in-combat health regeneration 8 times faster, instead of making it equal to out-of-combat regeneration. 6. Energy Shield Mastery now makes in-combat shield regeneration 4 times faster. 7. Riding now directly affects the active mount's ability to gain higher levels. Riding Mastery now adds a substantial flat bonus to all armor types. Lore Changes: 1. Ker's lore has been rewritten. Her statues have been reworked. Divine Gift changes: 1. Ker's Gift has been reworked. 2. Lumen's Gift has been reworked. 3. Kuan's Gift's effect now follows the caster, the radius of the effect has been reduced. 3. Other Gifts have had their property values rebalanced. Quest Changes: 1. A lot of quest texts have been modified, or rewritten. 2. Shirka Alana becomes a permanent companion on the current difficulty upon 'In the Badlands' quest completion. 3. In order to receive a privilege of buying elite mounts, a series of quests has to be completed. 4. Waton now gets killed during the Shadow-side Dragon Cult chain-quest. 5. Attribute and/or skill bonus rewards have been introduced for many quests. 6. Multiplayer Freeplay and Deathmatch modes are now devoid of quests. 7. Demons in the "Wild Twine" and "Debts" quests have been replaced with demonesses. 8. "Weakening the Abishai" quest now has the "Lost Crypt" chain-quest completion as a prerequisite. 9. Questscripts.txt has been altered to, hopefully, avoid any instances of erroneous quest companions upon save game loading. 10. Up to 256 individual taskcreatures can be added as kill targets in an appropriate quest. NPC Changes: 1. Boss and miniboss AI discrepancies and faulty CAs have been corrected. Occurrences of bosses stopping in their tracks, or wandering aimlessly during combat should no longer happen. 2. Bosses are now subject to additional mitigation of all damage types and have an increased health pool. 3. Elite mounts have received improved models, textures and special effects. 4. The Garganthropod's shield visual has been replaced. 5. The elite mount trader now resides on the Island of Mounts(now called 'Isla Ancar'). 6. Character-specific and Alignment-specific taunts from hostile NPCs have been restored. 7. A lot of unused town NPC dialogue has been restored. 8. Town activity AI has been modified. 9. NPCs can now be assigned hair via hair1Itemtype in creatureinfo.txt. 10. Carnach and Sakkara Demon models have been reworked. 11. Hellhound animations have been reworked. 12. Baron De Mordrey is now a Boss-level enemy. 13. Cobold Chieftain model has been replaced, his creature entry - reworked. 14. Haenir model has been replaced with the one used in S2DF. 15. Non-suicide attack flying eyes now have death animations and leave corpses. 16. The Evocator(now called "Evoker Malignus the Unhinged") model has been replaced, his creature entry - reworked. 17. The Sheik Yerbouti model has been replaced. 18. The Sorcerer Mankaul from the "Ancestral Chambers" quest is now a Boss-level enemy. His model has been replaced, the creature entry - reworked. 19. Desert Stone Warriors are now complemented by Cursed Priests. 20. King El Leigh is now a Boss-level enemy. His model has been replaced, the creature entry - reworked. 21. Flaming Horse enemies have been replaced with a new female demon type. 22. The Dream Vampire is now a Boss-level enemy. His model has been replaced, the creature entry - reworked. 23. Zihul the Lich from the Missing General quest is now a Boss-level enemy. His model has been replaced, the creature entry - reworked. 24. The "Lost Crypt" final enemy is now Boss-level. Her model has been replaced, the creature entry - reworked. 25. The Guardian(now called "Capsa the Procurer") model has been replaced, the creature entry - reworked. 26. The Du'rach Commander Harrad'smit(now called "Du'rach Witch-King Harrad'smit") model has been replaced, the creature entry - reworked. 27. Mazzagon's Bodyguard is now an Elite-level enemy, the second bodyguard is still Boss-level, with model replaced and creature entry reworked. 28. Forest Guardian(now called "Fangorn the Wild") boss no longer respawns. 29. The "Dark Rituals" demon has been renamed to Nagaya. 30. Eagles, Snakes and Parrots have been added as neutral animals. 31. Narmul's "boss_phoenix_eisbombe" CA has been improved. 32. Dragon bosses should now perform aerial attacks more often. 33. Extra Dragon bosses have been introduced, all unique Dragons now have names. 34. Mer-Kil is now a Gold Dragon with a visual effect. 35. Orphas and Loromir have changed roles in the respective quests. Loromir is now a Gold Dragon, Orphas is a Green Dragon. 36. The last numeric parameter of 'spawn.txt' entries now controls the game mode of the spawn entry. 0 - any mode, 1 - multiplayer campaign, 2 - free play, 3 - pandemonuim. 37. Elite Blade Spiders Elite Spitting Spiders and Elite Hunting Spiders now have a battle jump CA. 38. The Lightning Lord now has it's own sound profile. 39. The Carrier Imp now has extra idle animations. 40. Multiple NPCs will now display extra voiced "emotion"(fear, mostly)animations, while in combat. 41. Elite Goblin Officers can now utilize their hard-hit weapon-based CA. 42. Multiple armed NPCs' secondary idle animations now have sound effects. 43. Skeletal and mummified undead enemies now consistently have extra lives and explode on final death. 44. "Charging forward" npc CA's should now actually work. 45. "enemy_blind" CA spellclass replaced, since "cSpellBlind" does not apply the effects properly. 46. High Elf Inquisitor model has been altered, so as to keep with the "dark tech-priesthood" theme. Human and ghost variants keep the old model. 47. Orpheus' model has been replaced, the creature entry - reworked. 48. Scaron boss no longer respawns. 49. Leaping Plants are now mobile and should demonstrate an improved AI. 50. Enemies now use alignment and character class based taunts. Equipment Changes: 1. Item classification boni now spawn on Set, Unique and Legendary items. 2. All character armor sets have been reworked, multiple clipping issues have been resolved. 3. All unique and set weapons have unique models. 4. Due to 'Chance for Melee Double Hit' modifier not being checked for ranged and spell-based attacks, it has been replaced with 'Opponent's Health Threshold for Deathblow' on items 'Essence of Dark Matters' and 'Aarnum's Pathfinder'. 5. Damage converters now only convert Physical damage. 6. Various CA and skill bonus modifiers should no longer spawn on inappropriate class-specific equipment. 7. Item classification character-specific modifiers should now spawn correctly. 8. Horse saddle variety has been improved. 9. Metal shader brightness has been adjusted. 10. Forged set jewelry is now accounted for worn set pieces. 11. Fist weapons are now Dragon Mage class weapons. 12. Lightsaber beams are switched off while not in combat. 13. Throwing dagger animations have been reworked. 14. Lightsabers and fist weapons' positioning while riding has been adjusted. 15. Several glove, boot and arm models had no "laying-on-the-ground" animations. Corrected. 16. All relic slots are now active at all times. 17. Throwing stones can no longer be bought from merchants. 18. Throwing axe models have been replaced. 19. Item rarity tiers have been compacted to: 0 - junk, 1 - normal, 5 - magic, 9 - rare, 13 - unique, 14 - set, 15 - legendary. Balance.txt rarity values have been adjusted. 20. Some weapon specular textures lacked the alpha channel, resulting in maximum glow effect. Those have been fixed. 21. Potions and Trophies now have the following base durations on all difficulties: Light Potions - 30 seconds, Potions/Alchemy Trophies - 45 seconds, Strong Potions - 60 seconds. 22. Potions and Trophies now have extra properties unlocked by either Alchemy, or Warding Energy Lore, or their respective Masteries. 23. The Divine Spark special trophy has been recreated. Can be dropped by Energy-type creatures. 24. The 'Selling Price' bonus no longer displays in item UI. 25. Item stack limit set to 250. 26. The 'below value' selling procedure's gold refund part used to ignore the amount of units in a stack.Fixed. 27. Non-stackable items can now be transferred between the player inventory and the currently active stash via Shift + Left Click. 28. Items can now be quickly sold from stashes via Ctrl + Left Click. Stackable items, Rares, Uniques and Legendaries require an extra confimation to avoid misclicks. 29. Item skill-dependent boni no longer show up in the standart item interface window, or the character bonus list, unless the character has the appropriate skill/mastery. 30. The expanded item interface window is accessed by pressing Left ALT key, while hovering the cursor over an item. 31. Items posessing CA FX-based visual effect should no longer produce annoying loud sounds upon being equipped, save game loading, or upon current location change via teleportation. 32. Undead Centurion and Undead Mage capes are now part of the respective creature model. 33. Instances of "O_stone" material use have been relaced with "W_stone", "O_stone" has been renamed to "W_spectral". 34. If a weapon with the "SUBFAM_PRI_WHIP" subfamily is equipped the correct set of animations is applied. 35. Item property tiers have been homogenized to 1 - normal, 5 - magic, 9 - rare, 13 - unique/set/legendary. Horses: 1. 'Rear Up' is now a weapon-based Area of Effect CA. 2. 'Charge' properties have been revised. 3. 'Leap' properties have been revised. 4. All previously Riding-dependent boni are now initially active. Seraphim Changes: 1. Hair animations have been disabled. 2. Belt skirts are now skeleton-animated. 3. 'BeeEffGee' weapon model has been replaced. 4. 'Flaring Nova' wave spread speed has been fixed. Initial nova damage is being dealt in sinchronicity with the spread, not with a 2.5 seconds delay. 6. 'Flaring Nova' 'Perplex' mod should now work correctly(*). 7. 'Divine Protection' no longer deactivates the 'Warding Energy' upon expiring. 8 'Divine Protection' properties have been rebalanced. 9. 'Pelting Strikes' opponent search radius has been reduced. 10. 'Pelting Strikes' 'Enfeeble' and 'Indentation' mods now work correctly(*). 11. 'Soul Hammer' 'Battering' mod should now work correctly(*). 12. 'Hallowed Restoration' duration is now fixed at 10 seconds, the cooldown is set to 10 seconds. 13. 'Baneful Smite' 'Confuse' mod should now work correctly(*). 14. 'Radiant Pillar' 'Delude' mod should now work correctly(*). 15. 'Instill Belief' conversion chance has been reworked, the misleading conversion chance description - removed. 16. 'Cleansing Brilliance' is now able to make use of the boosting properties, including hitpoint regeneration. 17. 'Cleansing Brilliance' now also damages regular enemies, it's radius of effect is reduced. Dryad Changes: 1. Character model now has a mild visual effect. 2. 'Ancient Bark' visual effect has been fixed. 3. 'Ancient Bark' property values have been rebalanced. 4. 'Dust Devil' 'Obscure' and 'Spell Shield' mods now work correctly(used to stop working, if a Dryad ally exited the Dust Devil and entered back again). 5. 'Dust Devil' effect range has been increased. 6. 'Viperish Disease' now affects all creature types, it's damage mechanics has been rebalanced. 7. 'Black Curse' 'Porous' mod should now work correctly(*). 8. 'Goldenglade Touch' property values have been rebalanced. 9. 'Acute Mind' property values have been rebalanced. Shadow Warrior Changes: 1. Character model now has a visual effect. 2. Character can no longer use bows, one-handed magic staves, energy weapons. 3. 'Scything Sweep' now releases six projectiles in ranged weapon mode. 4. 'Frenzied Rampage' opponent search radius has been reduced. 5. 'Ruinous Onslaught' has been reworked. 6. 'Belligerent Vault' has been reworked. 7. 'Belligerent Vault' 'Unaware' mod should now work correctly(*). 8. 'Spectral Hand' visual effect has been replaced. The fifth modification has been replaced. 9. 'Grim Resilience' visual effect has been replaced. Willpower bonus progression has been reduced. 10. 'Reflective Emanation'(now called 'Deflecting Efflux') visual effect has been replaced. 11. 'Skeletal Fortification'(now called 'Bleak Sentinel') textures have been reworked. 12. 'Bleak Sentinel' 'Perforate' mod(piercing projectiles) changed to 'Blast' mod(chance to deal area damage). 13. 'Shadow Veil' improves much slower and cannot be turned into a Buff. 14. 'Shadow Veil' detection conditions now include normal attacks. 15. 'Fear' modification of the 'Augmenting Guidon' has been replaced. 16. An extra class mount called 'Cerberides' has been introduced. 17. 'Nether Allegiance'(now called 'Wraith Guard') spectral soldiers now spawn with cuirasses instead of capes. 18. Instances of "FX_SPEECH" in CA sound profiles have been disabled. Inquisitor Changes: 1. Character model now has a visual effect. 2. Character can no longer use bows, one-handed magic staves, energy weapons. 3. 'Scything Sweep' now releases six projectiles in ranged weapon mode. 4. 'Frenzied Rampage' opponent search radius has been reduced. 5. 'Ruinous Onslaught' has been reworked. 6. 'Belligerent Vault' has been reworked. 7. 'Belligerent Vault' 'Unaware' mod should now work correctly(*). 8. 'Spectral Hand' visual effect has been replaced. The fifth modification has been replaced. 9. 'Grim Resilience' visual effect has been replaced. Willpower bonus progression has been reduced. 10. 'Reflective Emanation'(now called 'Deflecting Efflux') visual effect has been replaced. 11. 'Skeletal Fortification'(now called 'Bleak Sentinel') textures have been reworked. 12. 'Bleak Sentinel' 'Perforate' mod(piercing projectiles) changed to 'Blast' mod(chance to deal area damage). 13. 'Shadow Veil' improves much slower and cannot be turned into a Buff. 14. 'Shadow Veil' detection conditions now include normal attacks. 15. 'Fear' modification of the 'Augmenting Guidon' has been replaced. 16. An extra class mount called 'Cerberides' has been introduced. 17. 'Nether Allegiance'(now called 'Wraith Guard') spectral soldiers now spawn with cuirasses instead of capes. 18. Instances of "FX_SPEECH" in CA sound profiles have been disabled. 19. 'Rallied Souls' raised NPC's now have an improved AI. High Elf Changes: 1. Character model now has a visual effect. 2. Hair animations have been disabled. 3. Character can now dual-wield one-handed weapons and has access to 'Dual Wield' skill. 4. 'Combat Reflexes' and 'Toughness' skills are now available as secondary. "Damnification Lore" moved to primary. 5. 'Scorching Wave' is now 20% faster, the DOT damage is increased by 20%. 6. 'Frost Flare' 'Constraint' mod should now work correctly(*). 7. 'Raging Nimbus' 'Roar' mod should now work correctly(*). 8. 'Expulse Magic' now follows the High Elf around. 9. 'Expulse Magic' properties have been revised. 10. Dragon class mount model has been fixed. Temple Guardian Changes: 1. Character model now has a visual effect. 2. Left arm models have been reworked. 3. Equipped batteries are now visible on the character model. 4. Some CA's have been renamed to keep in theme with sci-fi and steam-punk motifs. 6. 'Combat Alert' properties have been revised, its base attack bonus now affects ranged weaponry. 7. 'Icy Evanescence'(now called 'Cryonic Terraforming') effect now follows the Temple Guardian. 8. 'Fiery Ember'(now called 'Magmatic Terraforming') effect now follows the Temple Guardian. 9. 'Amplifying Discharge'(now called 'Cryonic Discharge') has been reworked, it's visual effect - replaced. 10. 'Furious Emblazer'(now called 'Pyroclastic Emission') has been improved. 11. 'Archimedes Beam' has been reworked. 12. 'Primal Mutation'(now called 'T-Energy Exposure') has been improved. And no more chicken droppings. 13. An extra set called 'Terminator Honours' has been introduced. A weapon of unique design is part of the set. Dragon Mage Changes: 1. Character model now has a visual effect. 2. Character weapon selection is now restricted to fist weapons and two-handed staves. 3. 'Dragon Berserk'(now called 'Balor Form') has been reworked, the transformed creature model - replaced. 4. 'Dragon Form'(now called 'Afrit Form') has been reworked, the transformed creature model - replaced. 5. 'Afrit Form' 'Hardened Scales' mod has been nerfed. 6. The Dragon Mage maintains his skills and equipment boni while transformed. 7. The Dragon Mage makes use of fist weapons while transformed. 8. The Dragon Mage does no longer lose his active buffs during Balor, or Afrit Form transformations. However, he can not manage his buffs(switch them on/off) while transformed. 9. 'Eternal Fire' properties have been revised. 10. 'Dragon Strike'(now called 'Scorching Wrath') has been improved, the attack decrease property and the 'Blind' mod should now work correctly(*). 11. 'Energy Blaze' wave spread speed has been fixed. Initial nova damage is being dealt in sinchronicity with the spread, not with a 2.5 seconds delay. 12. 'Energy Blaze' 'Blind' mod should now work correctly(*). 13. 'Dragon Familiar'(now called 'Elfin Adjuvant') summon model and visual effect have been replaced. Intelligence and Willpower bonus progression has been reduced. 14. 'Elfin Adjuvant' property values have been rebalanced. 15. 'Whirlwind'(now called 'Guided Tornado') AI has been fixed. 16. 'Psychic Maelstrom' properties have been revised, the missile slowdown effect has been halved. The visual effect's playback speed is toned down. 17. 'Protector'(now called ''Earthen Guard') property values have been rebalanced. 18. 'Runes of Protection'(now called 'Warding Runes') properties have been revised. 19. 'Magic Barrier'(now called 'Petrous Tusks') has been heavily reworked. 20. An extra set called 'Mark of the Dragon' has been introduced. 21. The Dragon Mage can wear up to 2 amulets and 4 rings. Visual Changes: 1. Metal shader brightness level has been adjusted. 2. Ice weapon enchantment shader has been deactivated, due to inerference with various extra special effects. 3. Certain weapon and spell projectiles were missing their on-hit visual effects. The issue has been addressed. 4. The Elite Textures Trimmed archive now includes higher-quality post-Ice&Blood textures. 5. Several CMP set textures have been improved. 6. Restored 4 improper FX(fx_enemy_heal,fx_enemy_heal_c, fx_enemy_heilschub, fx_enemy_heilschub_c) and added two extra FX(fx_gen_blutigeaura,fx_gen_blutigeaura_c). 7. Fire enchanted weapon FX has been corrected. 8. Vishanka's Ancaria Beautification Mod has been integrated. GUI Changes: 1. Combat Values / Inventory Screen has received additional reworking. It's context tooltip windows no longer contain erroneous, or confusing info. The 'Mounts' tab has been removed due to complete lack of function. 2. The GUI readings, stating battery-slotted damage converters having effect on the damage output of spell-based attacks have been corrected. 3. All font and background colors have been changed to conform to the 'black-glass' interface style. 4. Multiple changes in skill, aspect, combat art and bonus modifier names and descriptions. 5. The catalogue of books read has been reorganized. Some book texts have been changed, or corrected. Two missing books have been restored, one extra book has been added. 6. Some gameworld locations have been renamed. Nameless gameworld locations have received names. 7. Activated portals and miniportals do no longer have their names constantly displayed on the worldmap. 8. Attribute and skill poins rewards, if present, are now displayed along with the the gold reward in both the quest giver text and the quest journal. 9. Quest difficulty level is now displayed for main and class-specific quests. 10. Game loading background images have been replaced. 11. Background images for Inquisitor and Shadow Warrior aspects have been replaced. 12. A vast amount of quest items have been improperly displayed as book pages in the quest journal. That has been addressed. 13. The Seraphim and the Temple Guardian character info windows no longer display Energy Shield related info, unless the shield is active and the energy amount is greater, then zero. 14. Once a character reaches Level 200, the "required for next level"(now called "XP to Gain Next Level") is no longer displayed in character info windows. Installation: Either through GME, or directly on top of the stock CM Patch 1.60. Links: Trimmed Elite Textures (Size: 3,29 GB): https://drive.google.com/file/d/1rbxeeelYDIWefBXqVRe4sKT50pnLpNtd/view?usp=sharing CM Patch 1.60 Addendum (Size: 8,72 GB, password: 12345) primary link : https://drive.google.com/file/d/1igcBObSjNf5ZLB-YSIQOrv0QcxRE3CXH/view?usp=sharing secondary link: https://mega.nz/file/36R2kaLQ#oIzTceNgHsgjZo1JbWnq6QYWL7DBxEOqEuNpdcvzMww Credits: Flix - his work on the S2EE and D2F has served as a foundation of this mod. Pesmontis - creator of the essential tools for Sacred 2 modding and some of the models, reworked for use in the Addendum. Norbyte - creator of an essential GR2Converter tool. Vishanka - creator of the Ancaria Beautification Mod. Charon117 for his very useful script parsing utilities. Multiple folks at Sketchfab.com, DieviantArt.com and Cadnav.com whose models and textures have been used as templates. Authors of the respective musical tracks reworked for use in the Addendum. Submitter dimitrius154 Submitted 05/14/2023 Category Community Patch  
    3 points
  18. I can certainly test it - everything is still set up from the previous testing. I haven't touched Sacred 2 since then, as I'm deep into putting together a restoration/fixpack for Van Helsing Final Cut. Let me shift gears and I can hopefully report something tomorrow. From what I remember, it's supposed to be weapon-only, and for all damage channels. Dmitriy did some magic in Addendum to make it have a chance to proc on spells, and the new D2F will also have this feature. But we'll see what happens with some testing of the base game files.
    3 points
  19. Greetings! I expect to get everything done by the end of May. Currently working on a bit of a humorous diversion, Gahanka the Obese:
    3 points
  20. @jwiz I have prepared a patch for 3.2. Seeing as how no more bug reports have come in (that I can address) these are the changes I have ready. Can you think of anything else? Any other feedback on Sacred Legends?
    3 points
  21. Yes! Turns out there were sound events available for the combat art in the base game but they just weren't used.
    3 points
  22. pysanki -> forest ants From my father's side I am used to collect onion scales and boil the eastereggs with them. Natural colours and: if in contact with ant acid they loos or change colour. Laying them in a foerst-ant hill results in nice random patterns on them. My wife wraps flowers and leaves with linnen around the eggs and gets nice eggs.
    3 points
  23. Thought I'd post here to keep the thread going! I don't take many pics, but here's ya boi in what may, in fact, be the most comfy pink pajamas ever.
    2 points
  24. Sometimes, you just have to do a "shock the monkey" exit and reload the game.
    2 points
  25. I found the djinn today, will be looking for that ghost banquet in the comming days. cool to see others also finding these hidden quests
    2 points
  26. Here to spam some lovely Ammamma! She's actually a classy personality.. she'll always laugh at most jokes, and is always ready for the punch line...thats genius at almost 100 years!
    2 points
  27. military training -> Dad Thats my dad ..just graduated it as a pilot in the RCAF (Royal Ceylon Air Force)!
    2 points
  28. Well both. This has never been part of the game and is something completely new. Depends on your perspective. Something like this should work the way it was coded in the original game, but it didn't on PC, it only worked on console. Console and PC use sometimes different kinds of shaders so I figured I could backtrace the error, but I couldn't, there is no logical explanation up to this point why it doesn't work on PC. The game just won't accept SURFACE_FLAG_TENERGY for this itemtype no matter what you do. So instead I was able to backtrace the exact pixel shader which is responsible for the SURFACE_FLAG_TENERGY-effect and script my own shader which applies the effect to the surface which uses the shader. It's a workaround to get the game into rendering the FX without using the flag. Pixel Shaders take coordinates and textures as input and give you one or more rgba colors as output. Most of the time the input textures are specified in surface.txt, but sometimes, like e.g. for surface flags, it's hardcoded, so I had to guess the input textures. If you are however willing enough to experiment through all the different textures of the game to figure out exactly what textures SURFACE_FLAG_TENERGY uses (or if you're skilled enough to read it from the dll's), then there's (with one exception I'll talk about later) no difference between how it's originally suposed to work and this, so you could consider this a fix. If you just use my guessed textures, then there might be a slight difference and you could, depending on your perspective, this either consider as a mod or a fix. There's one difference however which I allowed myself to make as I would personally consider this a 'fix': The shader I use is responding to the alpha channel. For the original surface flag, it was 'all-or-nothing', meaning that it was hardcoded that beyond a certain alpha channel threshold of the input diffuse texture, the fx would gain a fixed amount of opaqueness, ~90% I'd say, and below that threshold it would not get rendered. My effect however directly gains the opaqueness of the input diffuse texture's alpha channel. Personally I'd conider this a fix, but you could very well consider this a mod if you're absolutely purist and want to push it to the extreme.
    2 points
  29. Yes. I gave the Scarabs in the desert dangerclass of 9 so that they'd drop boss amounts of loot and to make them able of dropping Legendaries in the first place, gave Magisil 20000 weidghtedprob and put ZRareExpectation15 to 500 or so, which combined with Enhanced Perception made it so that every Scarab kill would roll a tier 15 item. Result was only Magisil whenever a Legendary item dropped. For my personal use, I manually edited the weightedprob of all tier 15 and 14 items to be much, much higher than those of tier 13 (most sets and legendaries) to ensure that when the game rolls ZRareExpectation14 or 15, it actually gives me an item of that rarity. The game rolling 15 only means that it can generate up to rarity tier 15, not that it will drop. It still determines the item to drop by the weightedprob, So even if you score ZRareExpectation15 but there is 1 Legendary and 15 normal uniques with the same weightedprob in the drop list, you still have only 1/16 chance of getting the Legendary. I can give you my modded drop.txt if you want to see. In game, I noticed quite a bump in the drop rates of rarity tiers 14 and 15 without touching the ZRareExpectation.
    2 points
  30. Personally I mod only for myself and share it with others because if I like my mod, another one might like it too. I would like to get into more modding stuff but I simply lack the knowledge of the how to. There are a few tutorials in these forums but overall I just don't know how to do what, I cannot edit models as I lack a product key, I don't know how to add new enemies, I'd like to do new spell fx if that's even possible, some that just look more modern and better. So I agree a bit with Dax about a restart, maybe even activating reddit and show that "we are still there" as many people just would look there first. There isn't no one that plays the game as the mods still get downloads, and not all people that play the game download mods. If there were more guides how to change a specific thing that are easy to read and easy to access, maybe there would even be more people joining in. I also have to say that this forum is just an eyesore with all the adds and popups. My adblocker kills them all but if I didn't have an adblocker I'd just back out of it without wanting to read anything. If we want to revive the community and possibly get more people that are joining in, there would have to be some work to do, in activity, content and visually. Things would have to be far more accessible. I showed a friend this site and I can screenshot his reaction My plans are to keep working on the game. I will mainly (or only) work with the Purist Fixpack. I want to add quests that do not alter the original experience too much but just are an addon to "complete" the game. I want to add quests to the regions that are empty. I want to use AI voices to make the main quest more interesting and tell an actual story. I want to do another Beautification Project that will probably take me another year. I don't know how to do half of the stuff. I cannot tell you what do to with the project, I would use it if it was baseline in the PFP, but that would either require that you release a PFP version that uses all your changes or that flix added it to it, because I always revert to the PFP 1.4 if I break something. As long as everyone is creating their own thing in their own little corner it will always mainly be something that you do for yourself.
    2 points
  31. Frank "Rente" Rentmeister from the old Sacred Team wishes you a wonderful evening. Now on March 1, 2024, our old sweetheart Sacred will be 20 years old. Time to play a round again perhaps? Well, maybe we have something planned, or maybe not, but maybe we'll get a session together on March 1st. As far as we know Hamachi should work, if not maybe something else. https://steamcommunity.com/app/12320/discussions/0/3606765810649229178/ But who would be willing to organize something like that with me? Maybe even a live Sacred session at Twicht? The fact is that most Sacred developers would be up for something like that ;) Community vs. Developer Ok, no hacks, code games. Ergo we need referees!
    2 points
  32. newSurface = { name = "seraphim-mystiquefx-wing_c", texture0Name = "maps/heroes/seraphim/sets/mystique/c_sera-mystique-wing_fx_frac.tga", texture1Name = "maps/heroes/seraphim/sets/mystique/c_sera-mystique-wing_fx.tga", texture2Name = "fx/noise.tga", flags = SURFACE_FLAG_SHELLFX + SURFACE_FLAG_TRANSPARENT, shader = obj_d_s_b_lava, } mgr.surfCreate(newSurface); I have now this, the fx_frac is basically a very faint layer, not sure what I did with that. I would lie if I claimed I knew why it looks like this now again
    2 points
  33. Temple Guardian with Battle Extension in a Mobiculum and as much chance of causing double hits on gear as possible. If you got 100% chance of double hits (not realistic), and always used the ATTACKX mounted attack animation, it would be 6 damage instances in a single attack. 2 from ATTACKX + 1 from Battle Extension x 2 if all hits were doubled. Don't think it can get higher than that under vanilla conditions.
    2 points
  34. The newest release of Prometheus, my mod for Van Helsing Final Cut, is now available! A slew of bugfixes comes alongside new and restored endgame content for Adventure mode. New maps, bosses, and improved Set and Godlike items!
    2 points
  35. 2 points
  36. @Timotheus, I think for now I'm going to stick with "run away to fight another day" when it comes to the Butcher. @gogoblender, I'm trying HC for now, but we'll see how long it lasts. I was doing a Firewall Sorc. It was effective, but too passive for me. Just drop all the Firewalls and run around in the flames until everything dies. I'm playing Barb for now, but I'm planning on another Sorc.
    2 points
  37. The token isn't supported by the spellclass. One approach would be to change the spellclass to another that supports Area of Effect damage and HP regen as well as the other spell tokens. In EE I just deleted the token and enhanced the spell in other ways. I just left it alone for PFP.
    2 points
  38. sooooooooooooooooooooo ... had a grrrrrrrreat day just hanging in the servers, a group of people rushedme along for a legion quest and i got this sick find... a True Unique! It can bop me around the screen anywhere...three charges ... roller coaster in mah pocket
    2 points
  39. video about it (choose 720p manually) Shield should regen about 5.5 per sec from ability (pinned SS1) 1st - door after bloodtongue - video 2 - Nameless - video 3 - andariel - video 4 - pass to island in jungles - video And more, but it's kinda hard to locate all bosses (quests pathfinding), and game crashes when I load too much mobs (about 2-3 hours). In short, all locked doors in campaign is also locked in pandemonium so it's hard to pass how it looks like and how it works - main moment is about 0:48
    2 points
  40. Thanks claudius I'll check tomorrow. I've been doing a lot of Legion events over these few days, they're fun. Plus, excellent source of those gambling tokens.
    2 points
  41. The issue with temple guardian on Vanila/CM as I see it was always: weapon damage based build are too boring and ordinary. The left arms projectile dmg is too low and can't be used in conjuntion with combat arts, he can't go for proper ranged builds, nor for shields and neither for dual wield builds, you're stuck in close combat with his battle extension forever. Source Warden spells kinda suck, extreme range with low damage combined and then theres primal mutation, the t-energy-transformation which has the ability to transform enemies into 1-xp-chickens. So all that's left is Lost Fusion. It has good single target spells, but the only proper Area of Effect spell here is furious emblazer, but the damage of furious emblazer didn't match the animation at all. It is a very bad experience. Propelled levitation is Area of Effect but has cooldown and low dps, archimedes beam is technically also Area of Effect but in reality you won't hit a lot of opponents. Therefore one would go for amplifying discharge with the ricochet mods as mobkiller, but that's orders of magnitude slower than a proper Area of Effect-spell. Lucky for you you're playing EE which makes things much better. Lost fusion furious emblazer experience is way better, it better matches the casting animation, the amplifying discharge is now also much better since it has a greatly increased chance to hit additional opponents. Now it can actually repace Area of Effect as a proper chain attack. EE doesn't really attempt to fix the issues I see with the other two aspects, but his lost fusion experience is now much better. I'd go for: Combat Art skills: Lost Fusion Lore Lost Fusion Focus Ancient Magic Combat Discipline Devout Guardian Focus (just for T-Energy-Shroud, reduces penalty with CA-level and adds modification points) Offensive Skills: Tactics Lore (just for T-Energy-Shroud, improves the recharge, the "block warding energy" and adds modification points) Defensive Skills: Armor Lore Toughness Warding Energy Lore Spell Resistance Constitution is not really necessary if you go for the shield. As for spell modifications, definitely take the recharge mod of the shield. Other than that, experiment and have fun! I still don't like playing temple guardian because he is so slow unmounted and I don't like his music, but if that doesn't bother you, then have fun!
    2 points
  42. The values for the Toughness skill on the wiki are much lower than what they actually are in-game. The values are either wrong, or the skill got buffed in Ice & Blood but the wiki was not updated. https://www.sacredwiki.org/index.php/Sacred_2:Toughness I just checked with a fresh character and the values are wrong all the way from level 1. Here are the data points: Level 1 - 0.4% vs 0.3% on the wiki Level 10 - 2% vs 1.5% on the wiki Level 20 - 3.5% vs 2.5% on the wiki Level 30 - 4.8% vs 3.5% on the wiki Level 40 - 5.9% vs 4.4% on the wiki Level 50 - 6.8% vs 5% on the wiki Level 60 - 7.5% vs 5.6% on the wiki Level 70 - 8.3% vs 6.3% on the wiki Level 74 - 8.6% vs 6.5% on the wiki Level 75 - 12% vs 9% on the wiki Level 80 - 13% vs 9.6% on the wiki Level 90 - 14.6% vs 11% on the wiki Level 100 - 16.2% vs 12.1% on the wiki and so on. From this data, it is obvious that the real game values are exactly 33.3% or 1/3rd higher than what is listed on the wiki. Goes for both the armor and mitigation value. Some very high level examples: @Flix I assume the skills weren't touched in any way in the PFP? Would you be able to check some of the Toughness values in the Fallen Angel, whether they correspond to the current wiki numbers? If it was indeed changed with Ice & Blood, I'll update the wiki with correct values.
    2 points
  43. I use the term "upgrades" for the upgrades to your items which correspond with the yellow stars you get on items at the blacksmith. The "modifiers" are what I would call the special item attributes for magic, rare, legendary etc items. And then there are the legendary modifiers, which you can also add to other items through the codex of power, containing the so-called aspects you earn from special dungeons or by extracting the aspects of legendary items, destroying the original item in the process. Here, I guess aspects is the best term because these special modifiers are unavailable to lower level items. And I should use "enchanting" to mean the process of replacing one item modifier with any choice of 3 other modifiers, I've edited my post to better reflect the different terminology. So with regards to my original comment, I meant to say the legendary aspects (item modifiers) don't stack. For instance, if I have: one legendary item which gives me +2 Skeleton Warriors ; another which gives +3 Skeleton Warriors ; I end up with only the +3 Skeleton Warriors aspect being active instead of both the +2 and +3 Skeleton Warriors active. Essentially this means a special legendary aspect is wasted in my setup. As a sidenote: No d4 for me today, and probably none tomorrow. Going to enjoy a concert with my parents for Fathersday and my mum's birthday.
    2 points
  44. Much appreciated. With your permission I'd like to integrate your work in my mod. I've been working on it for years now and it won't be finished any time soon, but the day it gets released you would get mentioned in the "thanks to" section.
    2 points
  45. Was there a sudden level jump? I encountered a space matching your description where the area level suddenly jumped from 20-21 to 35+ so I noped out of there real quick I have a feeling loot isn't shared after a similar encounter yesterday. But not sure.
    2 points
  46. vastness of space ->Light-pollution Living away from the city there is no light pollution preventing watching the milky-way. We have two spectives and one telescope with adapters for smartphone or camera. Spectives are really nice for digiscoping: adapting a smartphone to it to shoot photos of animals.
    2 points
  47. cheeseboard -> Handkäse The district I was born and live is Handkäse area. Most of the Handkäse in Germany is produced there. Normally not served on a plate because it is usually marinated or in a salade. Hüttenberg is a neighbour village of Wetzlar.
    2 points
  48. Welcome back to the forums, Mysc! There is a lot you and your children can do here to have fun. For starters, there is build advice, word games, and interesting topics. One great example is this thread below: They might really have fun posting and sharing their own screen capture images. What can we do to help enhance your cumulative experiences?
    2 points
  49. Uhhhhhh... have to get used to that. Honestly? I activated Miasma and needed too long to admit it to find out where this sound came from.... thought about wind at my windows or something... xD
    2 points
  50. 2 points
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