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Llama8

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Everything posted by Llama8

  1. And I need another one: Dragon Berserk is now Dragon's Wrath. Dragon's Wrath allows you to focus the wrath of a dragon into your melee & ranged attacks, enhancing your damage and chance to hit. It's a temp buff that adds to weapon damage & attack (amongst other things).
  2. I'd probably restrict it to % leech, since absolute leech is difficult to get in large quantities (comparable to % leech when fighting bosses). I like the idea of it making you fragile somehow, but the problem is balance, you shouldn't, say, loose more life (via a DoT) than you gain from leech, as that makes it counterproductive & a waste of a mod. Edit: And if the DoT stacks, then you could get into a situation where you need to keep hitting the boss to keep from dieing & that builds up a massive DoT which you can't hope to keep ahead of (kinda like a ponzi/pyramid scheme).
  3. Most, but not all, of the Combat Arts I've modded have fallen over if I've used more than 12 tokens & this is in Ice & Blood, it's possible that it was different in vanilla Sacred 2.
  4. The only problem with doubling up the tokens for the CA mods is that you generally can't go higher than 12 tokens (ie, 0-11).
  5. It'd almost certainly be better than what I've got in the files at the moment (I just hate waiting while I'm testing stuff).
  6. Cool, that'll do nicely thanks DB! The cooldown is currently 15 seconds, though if on second thoughts the cooldown should probably be longer than the (max) duration. So if it's a 30s duration, maybe a 40s cooldown? It really depends how powerful it is against bosses, it shouldn't be able to one-shot them & I'd probably prefer the area-weighted hits per second to be comparable to Incendiary Shower. I've done a quick check & currently it's getting ~20% more hits/sec/area than IS, if they both have the hits/sec mod taken that goes up to ~27.5% more hits/sec/area, so I'd probably need
  7. Possibly, 30s might be better, I don't really want it one-shotting bosses...
  8. Now I need another icon, just one this time (for the moment : Elemental Magic: Magic Barrier is now Armageddon. Armageddon rains down fiery death from the sky. This spell drops 255 meteors (the cap) over 17 seconds with a radius of ~5.7m.
  9. I wonder if Sacred 2 scales monsters using that modelscale line. So if you took the line for a Kobold & increased that value, would you have giant Kobolds? Or would it "just" change the physics of the creature (so it can't walk through doors if the modelscale value is toobig) without changing the graphics?
  10. DB suggested a very cool idea for my mod which involves Creatures.txt & I just wanted to make sure I understand the file & what it's doing & where, etc & thought that we should probably share the knowledge with everyone else. I've put my comments in bold. Anyone elses comments/thoughts are welcome. mgr.createCreature { id = 1994, [b]Creature ID, referenced to in Spells.txt for summoning/shifting spells.[/b] itemtype_id = 12773, [b]Reference to itemtype.txt[/b] name = "spell_dm_dragon_shapeshift", [b]Creature name, don't think it does anything per se[/b] behaviour = "Inva
  11. They did something similar with MF in S1/Underworld. In S1 MF was a % & it added linearly (I think), in Underworld ti was changed to an absolute number which was then converted to a % via am equation. You could do something with LL, but you'd probably have to drop absolute LL otherwise it'd get very confusing. Or have multiple sources of % LL add together with diminishing returns (like many of the more powerful mods in Sacred 2).
  12. You wouldn't be able to get those Legendary/etc since those item types don't have an item quality.
  13. *cough* Finally got a version up that include the change notes & install instructions, etc...
  14. Just the TG for the moment, though I'm working on the other classes. I've also uploaded a smaller version, which doesn't include the entire skin.zip file, just the changed CA icons, so it's ~3 meg, rather than ~33... Change log: Temple Guardian Combat Arts: Devout Guardian aspect. Combat Alert now affects ranged weapons as well as melee, even without the Assualt mod. T-energy Shroud Recharge mod per-level bonus has been trippled (from 3 + 1 per level to 3 + 3 per level) Lost Fusion aspect. Amplifying Discharge now has 100% chance of 3 rebounds at level 1, the mods have also be
  15. I've replaced/tweaked quite a few (~1/2-2/3) of the TG's CAs & am working on the other classes. I've also got a few ideas for some balance changes that I'd like to see if I can get in. I'm also trying to see if I can remove the need to include the entire skin.zip file, which would make the download much smaller.
  16. Llama's CM Patch Mod View File Kindly updated by Flix for CM v 160 (with a few typos corrected for good measure. ). This is a mod for the Community Patch, so you will need to have installed that first, you will also need to download & install Generic Mod Enabler in order to install the mod. Currently the mod changes several of the Temple Guardian CAs, future versions will change other classes CAs. v0.1 changes several of the Temple Guardian CAs: Temple Guardian Combat Arts: Devout Guardian aspect.
  17. Version 0.2b

    2,247 downloads

    Kindly updated by Flix for CM v 160 (with a few typos corrected for good measure. ). This is a mod for the Community Patch, so you will need to have installed that first, you will also need to download & install Generic Mod Enabler in order to install the mod. Currently the mod changes several of the Temple Guardian CAs, future versions will change other classes CAs. v0.1 changes several of the Temple Guardian CAs: Temple Guardian Combat Arts: Devout Guardian aspect. Combat Alert now affects ranged weapons as well as melee, even without th
  18. Sweet, that works great, thanks mate. Now I need to figure out Generic Mod Enabler...
  19. As it was in S1, though there it was easy to get large amounts of % leech (runes gave 3%).
  20. My main "issue" with it (from a balance point of view) is that it adds damage equal to the life you leech. If it didn't add damage then it wouldn't make bosses so easy to kill, though even if it just gave you the life, it would make bosses safer to kill. % LL based on monster HP is going to be overpowered for bosses, since they have so much HP, but absolute LL doesn't leech much (as a % of player HP) late game, so it's not particularly useful.
  21. Yup, it's one thing to license middleware for in-house use, another to license it for release to the public (and I'd imagine that would be significantly more).
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