Jump to content

Flix

FDM Moderator
  • Content Count

    5,167
  • Joined

  • Last visited

  • Days Won

    639

Everything posted by Flix

  1. Work has resumed on the Portrait Project. This week I am working on Dragons.
  2. @dimitrius154 I've been thinking about quest rewards lately and had some ideas to throw at you. Scenario 1: A quest reward could randomly pull from a pool of blueprints, either based on item tier, or weargroup, or some other parameter. A basic example would be a quest that is guaranteed to drop a unique-tier item. Whether it's a weapon, armor, relic, etc. would be random, but the item tier would be guaranteed. Scenario 2: Similar to the "Monster Infrequents" of Titan Quest and Grim Dawn, a quest opponent could have a chance (rather than a guarantee) to drop a specific weapon on completion of the kill quest. For example, currently I have Holos the Paralyzer drop the Bergonix' Judge axe, every single time the player kills him (thus completing the quest). This is less than ideal. The player can just stockpile super rare Legendaries. What would be better is if a repeatable quest opponent had a chance to drop the item, let's say a 1 in 20 chance. Can you think of any way to make these a reality?
  3. I'll try to think of something. I can't just set a randomized legendary or unique item as a reward sadly, I have to choose a specific one, or else just use the built-in reward flag in the script for "reward_drop" which could be anything from junk to legendary tier item.
  4. Did you buy it? Can you show me what the model looked like? Would help me track down which one it is. I have my suspicions though.
  5. But if it had to perish twice, I think I know enough of hate To say that for destruction ice Is also great And would suffice. Ice is the least resisted element, and also sure to never exist simultaneously on opponent with fire resistance (unless you use one of my mods). Also CM Patch enables the broken Ice DOT which is IMO the nicest looking DOT FX.
  6. You can do whatever you want with the program, there's no reason to be beholden to anyone's presets. I think the game would probably benefit from a simple desaturation filter. Of course depending on your setup you could also load a profile in your monitor to accomplish the same thing when playing the game.
  7. No plans to change it currently. You can already get Willpower from Goldenglade Touch. This is correct, like all damage converters.
  8. It is a wonderful composition isn't it? You can see why one would be compelled to learn the piece on their chosen instrument.
  9. Oh, yeah back the olden days we were actually in a band together. We played... alt. rock, heavy grunge, I guess? That's her on drums. I'm the heavy dude with the black guitar. We actually used the money from about a year's worth of gigs to cut a professionally recorded demo, but it never went anywhere. We all went our own separate ways after college (military, med school, law school).
  10. Yeah, she said she was "incredibly impressed!" She actually switched over from piano to guitar years ago so I think her old piano compositions are a fond memory for her. She was actually the reason I used to have a gig at a local Italian restaurant playing classical guitar. She used to play piano there and I would fill in for her some weekends.
  11. I'll look into it for the future.
  12. Whoooaaa... it's been a while! I set myself a project these past several weeks: I was going to transcribe and learn on guitar a song that my old friend Jenny wrote for piano years ago. And... success! I finally got it under my fingers. I had to use a baritone guitar to achieve the deep range of a piano. Let me tell you, playing this instrument is a serious hand workout! This is the original recording that Jenny made, if you want to see what I was trying to adapt. I can play it up to speed on a normal guitar, but the key is wrong, so I stuck with the baritone to keep the original key at a slightly slower tempo.
  13. Alright thanks I'll track them down. Probably from D2F quest text being adapted for EE. Looks like 0878920969 and 0381277077 were the only offending strings. Nothing egregious fortunately.
  14. Just for posterity's sake, there are Light and Shadow versions of this quest. Shadow/Lupus Coldhand/Ruka Light/Ogan Kandimiro/Entruag They both send you to the same cave though. The Grotto of Death is not the cave pictured in OP's post, as he figured out.
  15. Thank you. All my criticism is coming from a place of great fondness for the mod. I will find a way to adjust to the challenges, as always.
  16. We discussed in your thread a while back. I noted that in vanilla the quest item erroneously appears as a Magic Pearl, despite being referred to in dialogue and log entries as a sword (this sword is the result of combining the three resurrection artifacts on Seraphim Island). To paraphrase you, you said the sword idea was dumb and decided to retain the item's identity as a magic pearl instead.
  17. It's more like learning to play a small drum being useless at teaching you to play a bigger drum. Piano would be like a completely different game. It's the same rules in place whether it's an Orc or a Dragon. It's the same game, the same "instrument." Damage vs armor, attack vs. defense, health, WiDD, life leech, it's all part of the same system. Fights against lesser creatures should be forcing you to grow and fine-tune your character to be an efficient killer who can also survive, based on all these factors. This in turn prepares you for fights with greater creatures. Of course tactics will be different in a Dragon fight, that's what makes bosses exciting. They have patterns, special moves, AI that changes based on what you do (run too far away from Dragons = Meteor Shower death). And they should take longer to kill so that all those factors have time to unfold. The balance for Reborn has changed since the very beginning, as needed, based on player feedback. It could always change again, if you saw fit. I'm afraid my chiming in with other players has soured my own feedback for you as some kind of attack on the mod. I have a great deal of respect for Sacred Reborn, and I recommend it everywhere I can. In fact it's because I'm so invested in the success of the mod that I write about it as much as I do. This is why this one thing stands out as strange to me, a punishing difficulty spike in what is otherwise a sea of greatness. I doubt I qualify as one of the elite. Sacred has always been hard for me. And yet, this mod has had a lot of fun hours to offer me, so I don't regret playing it one bit. I could in fact, never go back. Maybe I can approach it another way, and treat Dragons as optional. I have always delighted in creating very difficult bosses in my mods, so long as they are optional for the player. The player doesn't have to fight to D'Cay, or any of the Dragon guarding the elements of Ancaria for that matter. They can always be bypassed.
  18. What's your Divine Gift? Just curious. This thread made wonder if it would be of any use to you.
  19. Oh, I don't consider you as being against me. I'll upload my character later and maybe you can tell me why he sucks. I think what's striking is that regular mobs feel easier in Reborn (because many player CA's got buffed), while Dragons are more difficult. So the difference between the two types of battles is more dramatic. The player can feel "tricked" into thinking their character is good and strong because regular mobs are relatively easy. And then a Dragon fight comes along and instructs them that their hero is sorely lacking. In very general terms, I believe that fighting normal/elite mobs should train the player for what they need to do to become strong, and then those skills and strategies can be transferred over into fights against stronger bosses. Corrections of flaws may be necessary of course, but I think weaknesses in a build should be exposed before a big boss fight stomps you down into the ground.
  20. No I'm trying to make a melee axe berserker. Except for Dragons, he does fine against all mobs, he does exceptionally well in fact. It's just that the Dragons are super-charged to be completely ridiculous. Some are ok and a little weaker, like D'Cay or the Ice Twins. But that ones guarding the relics of Ancaria are just insane - Frostguard Palace dragon for example. I even thought so when fighting it with my Daemon, who cut through most things like a hot knife through butter. I'm sure there's some power build for each character, but I don't want to be forced into some cheesy niche. There's supposed to be multiple ways to build each character. Time and time again I try to make a melee character in Sacred and I always end up having to use spells instead because Dragons just shred through you.
  21. Yeah, actually the reason I had to stop updating the Dwarf Tales is because the Dragons are so powerful I have no hope of defeating them with the Dwarf. I was able to knock out D'Cay only by outleveling her by about 10 levels. I think I lucked out with the Daemon the first time around; they buffed her powers so much that she can use her spells to devastating effect. But I don't know how anyone could face the Dragons in Reborn in melee. There's a lot of wonderful changes going on in the mod, it's a shame they felt the need for nightmare bosses.
  22. And what did you pick as your ninth skill?
  23. Yeah, take Speed Lore and go on foot. I prefer to fight on foot unless I really need the extra health buffer. I just use mounts for travel.
  24. It shows everything converted. It's just physical that gets converted though.
×
×
  • Create New...