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Androdion

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Everything posted by Androdion

  1. I guess that my main question then would be just how broken a saved char from 2.4 would become in 3.0?! I know it's advisable to start with fresh toons to prevent anything from being broken, but given the changes presented just how feasible is it to load up a 2.4 char on 3.0?
  2. Yeah, "he/she/it" is always an issue of consistensy for me when I write about game monsters. I don't think the Forest Guardian ever spawned on my game ever since CM 1.60, and none of the resident modders where ever able to understand why.
  3. That'd be me mate. So, this issue is resolved I reckon? Out of curiosity why is this boss spawned in a different way from others in the files? Except when you kill it right? Or does he respawn in the same difficulty level even if you kill it?
  4. Sorry to disagree here, but I honestly see no point in the boy dropping an end-quest reward without any shed of work. My two cents mate.
  5. Point being, has the Drumstick always dropped from that kid or was that something that CM introduced? I'm thinking it was the later, and for consistency's sake it should be removed, given that the instrument's are the reward from completing that particular quest. Maybe the boy can give a book, like that other kid from the Benny Crop Circles does. More lore for the fire!
  6. It drops from the boy in centre Thylysium, the one you talk to near the fountain. I believe it was made part of those introductory quests that are now all indexed together. But yeah, you're right in that the Drumstick drops twice.
  7. I've got a similar case when going around the northern mountain ranges of Tyr Lysia. Somewhere between the needy water elemental and the cave of the demon from the crop circles quest there's also a quest marker in the mountains, in an inaccessible place. Never did I knew what it was. Probably the Arkenstone.
  8. I'm with Desm, maybe it's a Yeti's fur or something of the likes of that. If you start accepting quests in that region you have a lot of quest items scattered around. PS: Yeah, I believe you can teleport via command line. I' don't remember the trick though.
  9. Thanks for the lengthy explanations, and I trust your good judgement on those matters.
  10. Is it possible for the Khral set to have a bonus at two items since it's possible for any class to get something out of the jewellery, same as with Charo's? One other thing, why is the life leeched per hit bonus golden and not yellow?
  11. I guess my question about this would be just how taxing the new textures are to the game engine. Is there any noticeable difference in the game engine's response with the same settings and upscaled textures?
  12. Are you playing with any mod installed? Flix's mods introduce rare and unique damage modifiers with an extra bonus that's different on each rarity.
  13. Ah, the same old tireless avenger! That sounds great, and a nice compromise between the different bonuses. Thanks for taking a look into it.
  14. I think that in comparison this is the major offender. Take the example I gave, two uniques with one giving major bonuses to single-skills, whereas the next is giving a regular bonus to a skill-group. If you were comparing items with a different rarity then it'd make sense, but given that those are items with the same rarity it makes them feel from different tiers. I'm guessing that sets with +All Skills bonuses will suffer from the same issue. I think that a rebalance between the upper and lower limits is probably in order. The lower tier (skill-group) shouldn't be raised too much as much as the higher tier (single-skill) shouldn't be dropped too much, but I think that an approximation of both upper and lower limits is in order. Otherwise even blue items can compete with set items for instance. Sorry if I can't explain this any better mate.
  15. Not really sure if they should be changed, hence my question. But compare a Grunwald's Token of Madness with a Tyho's Band in terms of their bonuses. I've had both drop in Platinum difficulty above level 100 and the difference in the bonuses is quite big. That's why I made the previous question. Let me know what you think of that.
  16. @Flix Do you know how the bonuses to individual skills have been upped a lot to put less emphasis on +All Skills? I was wondering if that has been revised in all items. It's weird to get two unique rings, one with +19/+30 to two separate skills and the other with "only" +5 all CA skills, you know?! Even blue items can sometimes have better individual bonuses than uniques do in some cases.
  17. Oh I didn't know that obstacles were unaccounted. So the fact that it insta-hits means that it hits no matter what's in the way? Yeah, kind of seems like a bit of an exploit when you put it like that. Is there a way to make the projectile emulate the "insta-hit" effect as close as possible while accounting for obstacles? I.e. some way that the time of flight of the projectile can be reduced to a minimum, as to retain its "regional flavour", while making it prone to control via range and obstacles.
  18. Why? Blowpipes are one of those "regional taste" thingies in Sacred 2, considering that they're a class-specific weapon and only Dryads can wield them, as much as only Shadow Warriors can wield many 2 handed hammers and swords. It's a differentiating factor in the game, class-wise, so I don't see why it needs revision in its behaviour.
  19. Blowpipes basically insta-hit, so when you factor in a high attack speed the animation speed is pretty much non-existent if we're talking about left-click attacks. It's pretty much bam bam bam with blowpipes. So yeah, having a factor roughly half of the highest damage 2H weapons seems alright. Otherwise a blowpipe Dryad would be clearly OP.
  20. Oh, this isn't a cause of stress for me mind you. It's just that I wanted to be able to contribute a bit but I can barely articulate my English to begin with. There's a lot of stuff going on at the same time and my brain isn't as available as it would normally be. Baby steps I guess.
  21. Uhm, maybe you're right about the attributes thing. Since each char is already closer to a specialist, weapon-wise, maybe it's better not to factor that. I myself wouldn't even know how to begin with since the rankings are applied the same way for every class. It should bring out some classes as specialists even more though. Sorry mate, really rough week and my brain is totally fried. We've had around as much cases and deaths by Covid over the past 4 weeks than on the 8 months prior to that, and work is hellish right now.
  22. Wow, you actually gave it a lot of thought! Have you accounted for the boost each attribute does on the different weapon classes?
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