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Posts posted by Roderick
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That is no concern. ;) My SW is pretty good in melee and the skeletons first and foremost job is to run to the ranged units when the SW is busy and second in areas like the dryade island, where those blue pesky wisps stun me oftenly, they do the killing as long as I am stunned/rooted or anything else.
But in order to do so and not breaking down at the first hit, they need as much level as they can. Works fine till "now" (level 130). -
On 4/12/2023 at 2:24 AM, gogoblender said:
Hi Roderick!
Were you able to find helpful info for this?
gogo
It is assumed that their top level is like that of the npc: 250.
Which would be unfortunate since the skeletons go strong right now for being 70 levels above the enemy. (Maxed CA level, astral focus on char level.) So as soon as they would hit that cap, they'll be "weaker" with every additional levelup.
But I haven't got the time playing it that far yet. ^^' -
It is assumed that their top level is like that of the npc: 250.
Which would be unfortunate since the skeletons go strong right now for being 70 levels above the enemy. (Maxed CA level, astral focus on char level.) So as soon as they would hit that cap, they'll be "weaker" with every additional levelup.
But I haven't got the time playing it that far yet. ^^'- 1
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On 4/30/2023 at 5:48 PM, Flix said: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.
Thanks for everything! You really kept this game alive for me, made it even better over time.
Whatever those other projects are, I wish you best luck and I am sure, those projects will thrive with you!
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Another note from Steam forum:
"Full disclosure: I used character editing, along with the Enhanced Edition patch. My results might be different from that of a vanilla character.
Anyhow: my skeletons have LV297. Note that this character 200 runes memorized, along with LV255 in the focus/lore. Their resistance bonus is 19,565."Might that be true or a side effect from using character editing?
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1 hour ago, Flix said:
Hmm, nope, nothing changed in EE. Maybe the level cap is the same as for enemies then, 250. I thought it might be like mounts which cap out at 201.
And, if they're level 203 now with a CA level 104, they must gain 2 levels per rune read. I think the spell token I mentioned earlier must be an additional level on top of a base one.
Actually, no matter how I calculate, nothing makes sense. When I start a new game, the skeletons are at the same level as the character and levelup with it, too. Say, the character is level 4, then the skeletons are level 4, too (on level 1 CA). With every level of the CA, they get +1 level _more_ then the character. Character level 8 and CA level 4 provides skeletons level 11. But at some point this has to decline, since in the picture the character has level 123, the CA is at level 104, but the skeletons are "just" level 203.
I have literally no idea... but level 250 is enough to motivate me to play this character further.
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7 hours ago, Flix said:
I believe 201 is the level cap.
Summoned creature levels should be the same as the CA level, but there is a "hidden" property in spell entries ("et_summon_level") that can make them gain levels faster or slower.
In the case of Nether Allegiance, the skeletons gain exactly 1 level per CA level.
We might have a situation here...
More background to the question: Started a SW and wanted to maximize Nether Allegiance. As the skeletons reached level 201 I thought "Wait, wasn't level 200 the maximum?", but I didn't care much since as long as the level is rising, everything is fine. The bonus from survival pushes enemy levels, too, and if a player can reach level 200, enemies should be above 200, so that sounds fine all in all.
Then it hit me, if the cap is let's say 220 or 230, then I would run into a problem. My skeletons are right now 64 levels above the enemies, giving them a good chunk of power. But when the skeletons would hit the cap, and the enemies starting closing the gap in level, the skeletons would become "weaker" with each level the enemies catch up.
That's why I was asking. If the levels rise without limit, there is no problem. If it is capped too low, skeletons will become very weak.And right now they are at level 203... so your EE does alter it a bit?
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7 hours ago, Flix said:
Oh is it too loud? Now that it can have its own soundset we can make it sound like anything.
I've thought about this for some time and I can't give you an answer. I don't think it is too loud, for me it is just too... present? I hardly use Rallied Souls for the reason that their sound effect is always present over the music and over the other sound effects. I would like to have it less frequent, but that is probably a me thing since I wear hearing aids and am a bit sensitive to noises.
Edit: (I like the wind sound for the Miasma, though. It is fitting... ice cold wind!)But I am pretty happy that there is something new again in Ancaria. You are really keeping the game alive for me!
On a sidenote.... might one of the masters of the sourcecode tell me whether the level of the skeletons of Nether Allegiance is capped at some point?
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6 hours ago, Flix said:Yes! Turns out there were sound events available for the combat art in the base game but they just weren't used.
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- 1
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Has there been a soundeffect newly added to the SW Miasma?
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Good evening! A bit late to notice version 3.2 of EE, sorry. ^^
First and foremost: Awesome work with the buffs of the enemies. I don't know what it does, but the sparkles on the goblin champions bows looks nice. Definetly an eye candy.- 1
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I can't remember whether I ever got so far, but my level 120 SW has it at CA level 97 and the skeletons level is 201. Then it hits me that the enemies are capped at level 225, I think? If that holds true for the skeletons, their value will decline rapidly, but I am not sure anmyore.
Anyone knows whether the skeleton level (not the CA level) is capped?- 1
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9 hours ago, AngelShade said:It's been more then a decade I've been playing this game on and off , more then a decade I've followed these forums, and I want with this occasion to thank you all that continue adding content to this old jewel of a game. Specialy you Flix , when you started this mod I've played it and it has become much more then just a mod , together with other of your creations. I wanna say here thank you for all the support over all these years for this game. Il install sacred 2 and have a blast again with this mod installed ofcourse. Thank you .
Can't be said often enough. Basicly a Sacred 2 remastered. ^^
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On 10/21/2022 at 7:37 PM, jwiz said:
Is the +x nominal value spell resistance modifier on gear broken in Sacred 2 EE?
It seems that these values do not compute in the attributes screen at all contrary to the relative +x% values for spell resistance on gear.
I can't even remember having seen them in the vanilla game, but only +x% values, so I assume these nominal increases were introduced in Sacred 2 EE.
Or are the values simply bugged and should have been relative values instead of nominal ones?
As far as I can remember, the value isn't even visible in vanilla game. It was brought in by EE, but only the base value is shown. But I have read that the calculation is done correctly including all bonus values when a spell strikes.
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7 hours ago, RetsReds said:
The point is that EE is harder and bosses dish out more damage than in vanilla (just checked, it's noted in the pdf that comes with the mod - you can see all changes there, including those done to specific bosses). So, Nimonuil is not special - he's just where you noticed the difference.
There have been a lot of bosses on the way to Nimonuil and none has been a problem (playing EE for the past years ^^). And for adding more defense, I just wanted to know what killed me. xD
Probably I just can't remember Nimonuil being so much harder than the rest. ^^ As said, haven't plaid in awhile.*going to browse through the pdf now* Thanks for that hint.
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1 hour ago, RetsReds said:
Still, an end-game boss on gold with just two defensive skills and no mount? Yea, you can easily die that way. You might die a lot more in platinum and niobium too, get a mount.
Point is, I'm pretty sure Flix made a lot of the bosses harder in EE, unless I misremember something. But, yea, it's not just a Nimonuil thing, some of those guys can really punch.I have had no problem reaching that point in the game, regulary selling healing potions because they weren't needed. So I just wonder about the damage spike Nimonuil deals out. No other boss along the way was nearly that powerfull in dealing single damage blows.
And I do hate mounts, never use them. ^^'
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@Flix May sound like a stupid request, but may you list any changes done to Nimonuil?
I am playing again and run a SW to Gold. 12k hp, mastery armor lore, three of the holy reliques, almost full set of Dooms Guard.... and that guy killed me in two hits. At first I thought it was the damage reflection, but I started again and just stood there. Sure, he debuffs me, but then he only hits with the staff and two hits (maybe crits) are enough. Can't remember that guy being that strong. Oo
From the plain attack value he shouldn't be able to do that.
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12 hours ago, lacr said:
As I wrote, it most probably is the result of a broken save after transition between different mods, or a fair warning : "do not paly as SW"
I basicly only play SW, so that's no option.
Aaaaand I think it's more a problem of .... some other influences. I had some hours of unbroken, uncrashing gameplay the last days. Didn't change anything so far, so I am absolutely clueless. ^^'EDIT: Jinxed it. xD Sacred 2 crashed 10 minutes after I wrote this. xD
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I am playing with community patch and S2EE. Sorry, I should have mentioned that.
I'll keep an eye out whether the crashes appear more often in densly populated areas. But I did had seassions bevor playing through half of the game in one go without crashing, so this is news to me.
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15 hours ago, lacr said:
In that case new Windows does care about your health - warming up is due every hour!
Good for my physical health, but stopping playing Sacred 2 is bad for my mental health!
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4 hours ago, lacr said:
You PC is overpowered for Sacred 2, everything is processing so fast that Sacred 2 could not keep pace with
It does run fine for over an hour every time, so it does keep the paceat least for a while. Have to play with a clock and take breaks on a regular base now. xD
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5 hours ago, gogoblender said:
I'm here to gratz you on that specs worthy, SPECTACULAR new setup... ... and I wish I could offer some advice on this crashes but I'm hoping that someone here with some better insight can help out. Funny how this game seems to beat up even the toughest of cards
Thank you. Didn't want to pose around, just giving specs for trouble shooting. ^^ But yeah... my old pc was almost seven years old and did run 24/7 during 2 years corona time (working from home completely), wasn't too good for the hardware. So I started saving up money in case grafic card prices should drop and when they almost where normal I bought a system that should run for 10 years (working at office right now again).
(And I think grafic card prices are dropping even further right now. xD)
Sacred 2 didn't run for 30 seconds on first installl, luckly I got told here that Sacred 2 has no limit on fps and greedily used up everything it got, which was just too much. So limiting the fps got it running. So now I think there is a problem with windows 11.... because why it should not be able to do auto saves after an hour? *sigh* Maybe I reduce the fps further and hope for a miracle. xD
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Good evening!
After years of gaming I am now on Windows 11, a powerfull GeForce RTX 3060, the game runs on an SSD and the processor shouldn't have a problem to handle it, being a i7 at 3,6 GHz.
The game is already capped at 100 fps to not overheat. ^^
But after an hour to at max two hours, the game crashes. It just vanishes without a error screen or anything else. After restarting I noticed, that the last autosave is some minutes behind. I didn't mind much since the difference was really small. But now I lost 10 minutes of gaming and a quest was suddenly not taken on anymore, which I certainly did accept.Any ideas what that could be?
best regards
Roderick- 1
What level can the Nether Allegiance skeletons reach?
in Shadow Warrior
Posted
As far as I know, Spectral Shields grants them chance for evasion (defense value) while Elite Armor grants them resistances. So against magic atacks or a dragons fire breath, shields don't do anything.
But yeah, having those skeletons around for distraction is always good, no matter whether melee or ranged SW.
In terms of aggro, I am playing with the superspawn mod. There is always someone going for them since not all enemies fit around the melee SW. xD