You have to realise that the player is not the only thing that can kill mobs. Mobs can kill mobs. Enviromenal Damage can kill mobs. A lot of other stuff can kill mobs for which the player isnt directly responsible for. For those things isforHero seems to apply the standard value of 700.
The most prominent example of this you can see when you load in 10 Kraken bosses. Due to their CA nature they friendly fire a lot. And kill other kraken bosses in the process. My estimate is that around 30% of that loot is not for the player, even if isforHero is 1000.
Ok, back again to the point. I read through all the posts so far. Like I stated so far the problems are that the modding scene seems to broaden themsef further and further out. Unity seems to be missing and a unified gaming experience.
Let me first address the issue of Community Versions in most games. The main problem of community versions in most games is that it tries to fix things, but doesnt get a full development cycle to balance out the fixes again. A broken game can be more fun than a fixed one. Community versions dont have the manpower to make the full spin, as a single change can require a thousand hours of test time to make it fun again. For exactly this reasons many prefer the "vanilla" style, over a community version. It just feels better.
The second problem that Community Versions have is that they usually try to advertise as "just like the vanilla version, but better". In ALL cases they are wrong. For the simple reason stated above CE versions can never really reach the same state as the vanilla game, with double digit developers and hundreds of testers. Let me introduce another problem here.
Many CE fixes require changing the code, which first of all excludes anybody who cant revers those changes. The best solution to this is to maintain 2 versions of code, and to let the players install code changes modularly. For one reason or another this is unfeasable. Even in the case of feasability maintaining 2 code versions puts a lot of stress onto CE coders, who do it for fun, and not for stress. As you can see, splitting code changes into different versions is not really feasible, not even with the most dedicated people around. This is why I usually propose a unified code changing experience. This is why I would ask to change the advertisement of CP from "like vanilla, just better" to "As close as possible to vanilla, with inevitable code changes". You will get a lot of better feedback if you stay closer to the truth.
Going from the above problem the next step is what a Community Version should look like. This varies from community to community but in Sacred 2 case I think you created the problem of not differentiating between code changes, and additional/fixed content. A change in the dll is an unavoidable code change, but adding 300 fixed/reinstated items is NOT. There is clearly a distinction missing between code changes and things which are optional.
A good community version is split into 2 parts:
Changed code. Due to above reasons you dont want to maintain 2 different code versions. The changes in here dont have to be objective, they just have to be unavoidable and only fixable in the code, and should stay as close as possible to the vanilla game.
Every CE version comes with its own subjective changes. As stated above they CANT be tested on their fun factor, and should therefore be provided as an additional option during the CE installation. You can call the code changes the BONE Installation and the full installation the FULL CE Installation. Why bone ? Because everything which you can strip off the bone can get put into the additional part.
Moving on to the other point. Good mods being lost in time.
Like I pointed out on other occasions the main reason this is the case is because Sacred 2 mods miss modularity. Once you have 2 mods you basically have to manually merge them. Full stop. Furthermore mods are mostly for certain builds like [V] or [CP1.6] or [Addendum]. This means that the same efforts have to be done again and again. Good work gets lost in time, because nobody transfers the content over.
Another problem to introduce here is the time to actually switch between mods. I dont think this is a small issue. If you are playing with mods, the usual reasons why you dont try out other mods are "Uff, I have to set up everything again." The less work you require people to switch between modding content the more mods will get tryed out, and the more fun people have with the game. Think about Elders Scroll, and how the modding scene would look like if the mods wouldnt be modular, but you would have to recompile your game for every single mod you add. Horrible thought. But thats the case with Sacred 2.
These 2 features eliminate most of the problems.
Eliminate version differences for mods. In S2s case a proper solution would be to publish a mod as a set of intructions, which automatically get applied ontop of your current build. Content would be easily addable this way. Content which may require things which cannot be changed modularly can be restricted to bigger mods, like model changes or visual additions. But dont put a pin in that as Dragon Brother might have found a way to simply extract graphical content into the pak folder. Either way eliminating version exclusivity and increasing modularity helps the community a great deal to produce better and enjoyable content more quickly.
Make a modlauncher. At one point you will realise that making mods easily installable is not your only solution to have had. Now you are facing the issue that you would like to install 15 mods ontop of each, and dont want to do do the process manually everytime. Thats what you need a modlauncher for. It installs mods as easily as you first installed a single mod. The bigger and more diverse the modding content grows the more you need a modlauncher to handle all that content.
As an example and if the modsystem laucnhes Flix could publish his removal of non-vanilla items as a standalone mod that can be applied to any version under any circumstances ( assuming you can easily change the droprate to 0 ). It wouldnt be depending on anything, and wouldnt break anything. The content would still be there, just deactivated. Anybody could grab it try out the changes in one minute. Then he could rebuild his old build quickly if he doesnt like it.
I suggest these points as long term community goals.
Create a BONE installation of the CE version of Sacred 2.
Put the MEAT Installation as an optional ontop. Call it the full installation
Make modmerge system for single mods ( my job )
Make a modlauncher ( propably also my job )
People would need to slowly switch over to to publish their mod in a Modmerge System Compatible [MSC] fashion, and maybe some people need to run some advertisement on how great the system is. Anyway, I can only do the things I can, and have to leave the rest up to other people.
I want to point out that everybody who reads this is propably mostly capable enough to make their own build fairly well. We are mostly not setting these goals for ourself, but for the people who wouldnt stay otherwise. And we dont know what they would be able to bring into the community. We would be doing this to bet on a better future, with no assurance whether it will pay off or not. So if you think the way is fun enough to go along with it, then join the effort.
Also on an unrelated note, somebody asked somewhere if it wouldnt be nice if we would list what kind of loot gets dropped by different mobs.
As far as I know animals classified as "Wildtier" only drop potions. This mostly concerns lions, panthers, wolfs, etc ...
Ghosts seem to only yield rings, amulets and reliqs. They also drop the commonly "converte to elemental dmg%" smithing thing. I havent looked through it yet but they have quite the good drops for those 3 categories.
Dunno if we should put that somewhere. Would be interesting to tell players that drop tables are wildly different.