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Ice and Blood - The New Sacred 2 Expansion :)


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To be honest I can't see any reason why this expansion couldn't be sold on Playstation Network and Xbox Live. From what I've read in various sources only 20% of games that hit the shelves make a profit but most games that are released online on PSN and XBL make a profit. In fact Team 17 who developed Worms and Alien Breed have decided to only create game online now as the costs are so much lower. No packaging, distribution etc. If this expansion gets released online at Christmas I will be very happy!

 

I want to play as all the characters just for the excellent character quests. If this new Dragon Mage has a character quest plus 20 sidequests in each region, you could be looking at over 20 hours gameplay just on new content. Plus it will take time to learn what the best Combat Arts are. Like the new idea of faster regen times in one CA. That way you could specialise in one whole tree which if you think about it makes perfect sense than using a single CA in all 3 trees. Just looking at all the Combat Arts mentioned so far, I want them all! :)

 

EDIT: Not sure if anyone has posted this yet but here is the link to take you directly to the GameStar's site with all the info for the expansion. Any translations would be great! http://www.gamestar.de/spiele/rollenspiele..._ice_blood.html

 

I don't know how to insert pics in this forum but this is a link of a picture from the new expansion. If someone knows how to directly insert a picture into this topic then please feel free to use the link http://www.gamestar.de/_misc/images/detail...id=&pid=768 the picture isn't of a high quality but it's the new expansion woohoo! :)

 

Can anyone translate this for us please?

 

Die Arbeiten an dem Action-Rolllenspiel-Addon Sacred 2: Ice & Blood gehen unverändert weiter. Dies haben die Entwickler jetzt im Rahmen einer Meldung im offiziellen Forum bestätigt. Das Team "Studio 2" sei demnach im Besitz der Lizenz von Sacred 2 und somit weder von der Insolvenz von Ascaron noch der Übernahme anderer Lizenzen durch den Publisher Kalypso Media betroffen.

 

Demnach werde Sacred 2: Ice & Blood wie geplant erscheinen und alles laufe weiter wie geplant. Somit dürfte das vor kurzem aufgekommen Gerücht, dessen zufolge die Arbeiten an dem Addon angeblich eingestellt wurden, wieder vom Tisch sein.

 

 

This is excellent find. I'll put up a pic thead soon.

 

Thanks

 

:o

 

gogo

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Most of my chars are with 2 aspects (primary and secondary) .... :)

Expansion is a reason to play again ... after summer I think :)

Edited by Spyrus
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Uhm would be nice if they added horse CA mods, for horse builds.

Ya let me spend my points for my horse CA.

Would be super dupah awesome cool, besides those blinking 7 ca mods drive me nuts. I constantly think I just dinged.

 

Well I buy new update, when it comes . :unsure:

 

And I hope the horse are for riders, but I find out in time I bet :)

Edited by D-molisher
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Hey thanks for the new links from GameStar website Chrona, looks like it's been updated since I last went on! This is too much, I don't think I can possibly wait much longer for this expansion. Please check out these two screenshots and you'll know what I mean about not being able to wait much longer http://www.gamestar.de/index.cfm?pk=81112&...amp;b=1&p=4

This screenshot is BEAUTIFUL http://www.gamestar.de/index.cfm?pk=81112&...amp;b=1&p=6

 

EDIT: A more indepth preview can now be found on GameStar's website we really need a proper translation of this :- http://www.gamestar.de/previews/rollenspie..._ice_blood.html

Edited by philr1
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Here goes the translation. I am not doing a full translation, only the new and important stuff... not the editorial blah blah :unsure:

 

Like every character the dragon mage's disciplines are split into three trees.

"Dragonmagic" is generally offensive magic, for example calling a dragonling that drops a firebomb. In "berserkerform" the dragonmage changes from a non-melee class, into a strong lizardman. The more he kills the longer the transformation stays active.

"Elemental Magic" calls earth, air monsters to help, with the spell "magic wall" they summon a wall to keep opponents away.

"Mentalist" slows opponents or uses a lightning-type spell to light up the enemies with the spell "energy burn"

 

You can pick dark or light with the shadowmage and the rest of the campaign is the same as with the other characters, except the initial "mini-adventure" each class has at the start (solo play).

 

In the new zones Bloodforest and Cristalplains, the campaign isn't continued, instead you'll have a side-story to complete: In the hunting grounds of the Seraphim a Kristall-Pheonix is making trouble, which you solve by ultimatly killing him.

 

To travel to these new reagions you only need to be level 5 and then talk to someone in the elfen main city. This also means that the opponents aren't going to be especially challenging. You should, therefore, hit the difficulty appropriate for your character (niob etc.)

 

The surroundings and the monsters are a new design. Bloodforst contains Zombies in houseruins, constructs walk over old battlegrounds covered in bones. The shadows of the twisted trees hides Messengers of Death (winged witch warriors). The Cristalplains are built like its name implies, it contains cristalelementals, cristal skeletons and lots of cristals sprouting out of the ground.

 

You decide in what order to visit these new areas, they will be smaller than the main game, and offer around 20 new quests. These quests will involve new bosses, the demon Ashibai in the Bloodforest as an example.

 

Other changes:

Mastering "staff weapons" will allow you to shoot with them (like titan quest)

At game start you will be able to choose hair color and style.

Usually when you use a skill, all skills from the same tree start recharging and you have to switch to another to keep up the flow. The alternative model keeps the recharge of one tree low, but increases all others. Changing skill trees doesn't help, but it is easier to use only one tree.

Up to 5 skills in a combo.

Travel will be sped up a lot as you can now teleport to EVERY soulstone you activated (well finally imo)

Legendary weapons will truly be legendary

Two new rides: Unicorn and Flamehorse

Carrier slave for everyone.

And a new menu option to remove all dragons from the game. Just kidding!

 

Image tags: http://www.gamestar.de/previews/rollenspie..._ice_blood.html

I'm going to skip the scrollable 7 images.

 

Page 1. The firebomb dropped

Page 2.1: The messanger of death is attacking the dragon mage with "energy burn"

Page 2.2: Berserkermode

Page 2.3: Keeping constructs away from himself with the magical wall

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Here goes the translation. I am not doing a full translation, only the new and important stuff... not the editorial blah blah :)

 

Like every character the dragon mage's disciplines are split into three trees.

"Dragonmagic" is generally offensive magic, for example calling a dragonling that drops a firebomb. In "berserkerform" the dragonmage changes from a non-melee class, into a strong lizardman. The more he kills the longer the transformation stays active.

"Elemental Magic" calls earth, air monsters to help, with the spell "magic wall" they summon a wall to keep opponents away.

"Mentalist" slows opponents or uses a lightning-type spell to light up the enemies with the spell "energy burn"

 

You can pick dark or light with the shadowmage and the rest of the campaign is the same as with the other characters, except the initial "mini-adventure" each class has at the start (solo play).

 

In the new zones Bloodforest and Cristalplains, the campaign isn't continued, instead you'll have a side-story to complete: In the hunting grounds of the Seraphim a Kristall-Pheonix is making trouble, which you solve by ultimatly killing him.

 

To travel to these new reagions you only need to be level 5 and then talk to someone in the elfen main city. This also means that the opponents aren't going to be especially challenging. You should, therefore, hit the difficulty appropriate for your character (niob etc.)

 

The surroundings and the monsters are a new design. Bloodforst contains Zombies in houseruins, constructs walk over old battlegrounds covered in bones. The shadows of the twisted trees hides Messengers of Death (winged witch warriors). The Cristalplains are built like its name implies, it contains cristalelementals, cristal skeletons and lots of cristals sprouting out of the ground.

 

You decide in what order to visit these new areas, they will be smaller than the main game, and offer around 20 new quests. These quests will involve new bosses, the demon Ashibai in the Bloodforest as an example.

 

Other changes:

Mastering "staff weapons" will allow you to shoot with them (like titan quest)

At game start you will be able to choose hair color and style.

Usually when you use a skill, all skills from the same tree start recharging and you have to switch to another to keep up the flow. The alternative model keeps the recharge of one tree low, but increases all others. Changing skill trees doesn't help, but it is easier to use only one tree.

Up to 5 skills in a combo.

Travel will be sped up a lot as you can now teleport to EVERY soulstone you activated (well finally imo)

Legendary weapons will truly be legendary

Two new rides: Unicorn and Flamehorse

Carrier slave for everyone.

And a new menu option to remove all dragons from the game. Just kidding!

 

Image tags: http://www.gamestar.de/previews/rollenspie..._ice_blood.html

I'm going to skip the scrollable 7 images.

 

Page 1. The firebomb dropped

Page 2.1: The messanger of death is attacking the dragon mage with "energy burn"

Page 2.2: Berserkermode

Page 2.3: Keeping constructs away from himself with the magical wall

 

Excellent stuff Jacina! I'm amazed that you translated it so quickly!

 

Just reading the new translation here is what I'm looking forward to the most :-

 

1) Messengers of Death. Winged witch warriors? It can't get better than this!

2) Transforming into a lizard!

3) Mini-adventure. What could this mean? Could be the unique character class quest you get? If it is this confirms that the Dragon Mage will have it's own questline :woot:

4) Zombies in Bloodforest. I just love zombies in games. Wasn't that quest for the shadow warrior to escort a zombie back to his pals brilliant?

5) Unicorn and Flamehorse. Could it be that the flamehorse is the DragonMage's unique mount and the unicorn possibly becoming available to all? I bet the unicorn is hard to find.

6) Being able to travel to any resurrection monolith is fantastic news. I found it annoying you can only have one available at any one time.

 

I'll have to look at the new screenshots again seen as you've posted what the words say next to them. One of them is about the Messengers of Death, must go and look now!

 

Cheers again Jacina good stuff

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2) Transforming into a lizard!

Dragon (last I saw anyway).

3) Mini-adventure. What could this mean? Could be the unique character class quest you get? If it is this confirms that the Dragon Mage will have it's own questline :woot:
That's the first quest or two before you join the start of the main quest not the class-specific quest-chain, I would assume that the DM gets his own class-specific quest-chain.
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Cthulhu would like it if they did the following*:

 

- Enabled skill point & attribute point rewards for campaign quests (they are disabled ATM)

- Allowed us to pick 4 more skills (the memory allocation for skills currently has 4 unused slots, so it would not be too hard.)

- Add in a couple of more new skills

- Opened up the inaccessible parts of the Wasteland

 

*in addition to making the Inquisitor more enjoyable...

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That would all be nice Cthulhu, though I don't really see it happening (unfortunatley).

 

Well if the level cap was raised they could allow for more skills but I dont see that happening anytime soon.

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That would all be nice Cthulhu, though I don't really see it happening (unfortunatley).

 

Well if the level cap was raised they could allow for more skills but I dont see that happening anytime soon.

 

I'm certain that what Cthulhu meant was that there are unused slots in the hard code of the game, since he's the one who have gone through most (if not all) of it. This means that the only thing left to do is to simple activate/open up/or whatever the options he described.

 

As for the level cap, I think 200 is nice... Keeping in mind how much time it takes to get a level after, say, level 125 (over 2 hours without +XP per kill), and for all I see it gets even harder after 150 and 175. Chrona may give some input here. He's the level 200 one. Besides, few people have that much time to spend on a game :)

Edited by Dobri
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I'm certain that what Cthulhu meant was that there are unused slots in the hard code of the game, since he's the one who have gone through most (if not all) of it. This means that the only thing left to do is to simple activate/open up/or whatever the options he described.

And change the GUI to accomodate the additional skill slots. And probably rebalance skill points to enable the player to actually use the increased number of skills.

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Being able to learn 4 new skills may be a bit much. Think about any particular character that you have that is kickin butt. And then think about what happens when you add 4 more skills...one extra defensive skill, one extra offensive and maybe trading and blacksmithing for everyone? I think that there is no way you could keep it balanced by having more skills AND more skill points to allocate. More skills but same number of points means you would have to think a bit more about it all meaning that there wouldnt be such a massive benefit. Even so by the time you start socketing high level +all skills, any points you didnt add become irrelevant ending in way overpowered toons.

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Am I the only one here who isn't too peachy keen on the new alternative skill model (fast regens on a single tree at the expense of others)?

 

One of the things I like about Sacred 2 in relation to Sacred 1 is how it manages to make true hybrid characters attractive in relation to the overspecialised one-trick ponies that flourished in Sacred 1. After-all an aspect only has 5 skills in it of which one or two might be buffs and the third a situational skill. With the new model we are going to see "use your second tree for a buff and leave it at that" builds dominate again.

I don't really see the issue this development was supposed to solve as much of a problem. I only see this benefitting builds who are strong enough already while discouraging newbies from trying out the more support-oriented aspects in earnest.

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lol, I never made a build like that Little :) One trick builds were cool to see (Sacred is a sandbox after all) but, I think I'd get bored of spamming the same thing over and over. Isn't the new expansion going to allow two regen systems though? So would this allow for even more builds for peeps who want to create the way they want?

 

:paladin:

 

gogo

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