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Sacred 2 Enhanced Edition


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1 hour ago, dimitrius154 said:

There's a few mixups in global.res. Shadow Warrior being called Barbarian, High Elf being called Sorceress, etc. 

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.

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could you put back the open net button? would it be possible to add a setting for language and serverlocation to the in game options? 

edit: and I saw that other thread about the fixed trash physx ext so it might be worth putting that in too? 

I also made a ice and blood logo replacement with lower contrast for the cm + ee but I cant upload zip files 

Edited by Guest
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8 hours ago, zerisius said:

could you put back the open net button? would it be possible to add a setting for language and serverlocation to the in game options? 

edit: and I saw that other thread about the fixed trash physx ext so it might be worth putting that in too? 

I'll look into it for the future.

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Btw, a thing that has always annoyed me:

could we have the quest of the 'legendary pirate treasure' to actually drop a legendary item?

 

Edited by jwiz
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As the Dryad can (now) equip one-handed laser swords, I am currently trying to get a dual-wield hybrid Hunter/Weaver Dryad going and would propose to alter 'Acute Mind' so that it adds Willpower besides Intelligence too.

Thus the player can decide in the silver mod, whether he/she wants to push Intelligence or Willpower.

The base Willpower increase would also help non 'Nature Weaver' chars, as the Dryad is a bit lacking against spell damage.

What do you guys think?

 

Proposal for 'Acute Mind':

    tokens = {
        entry0 = {"et_duration_sec", 4500, 0, 0, 8 },
        entry1 = {"et_regAnyAspect", 300, 5, 0, 41 },
        entry2 = {"et_addattr_intelligence", 250, 200, 0, 41 },
        entry3 = {"et_addattr_willpower", 150, 100, 0, 41 },
        entry4 = {"et_regThisCool", 0, 5, 0, 8 },
        entry5 = {"et_regAnyAspect", 150, 5, 1, 41 },
        entry6 = {"et_reduce_debuffs", 200, 5, 2, 41 },
        entry7 = {"et_addattr_intelligence", 100, 75, 3, 41 },
        entry8 = {"et_addattr_willpower", 75, 50, 4, 41 },
        entry9 = {"et_addAttackspeed", 200, 1, 5, 41 },
        entry10 = {"et_duration_sec", 1000, 0, 6, 8 },
    },

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1 hour ago, jwiz said:

I am currently trying to get a dual-wield hybrid Hunter/Weaver Dryad going and would propose to alter 'Acute Mind' so that it adds Willpower besides Intelligence too.

No plans to change it currently.  You can already get Willpower from Goldenglade Touch.

5 minutes ago, jwiz said:

or is it just a chance drop that can happen anywhere?

 This is correct, like all damage converters.

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1 hour ago, Flix said:

No plans to change it currently.  You can already get Willpower from Goldenglade Touch.

 

That's true!

I forgot about the Persevere mod.

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6 minutes ago, jwiz said:

This Pole Arm weapon did not have any graphics attached to it in the inventorey:

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.

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On 5/31/2020 at 8:20 AM, jwiz said:

Btw, a thing that has always annoyed me:

could we have the quest of the 'legendary pirate treasure' to actually drop a legendary item?

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.

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11 hours ago, Flix said:

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.

No, I didn't, the weapon dropped from an enemy and I only noticed the missing gfx after I had sold it and I didn't want to rebuy it at 1.3 mil Cr.

Otherwise I would have stashed it.

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6 hours ago, Flix said:

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.

Wouldn't it be possible to create a separate drop list only containing legendary items and refer to that in a quest reward or else create a world object ( I.e. like a 'hidden' aka. inactive floor/wall trap) that upon destruction drops from the specific list?

 

Edited by jwiz
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I have been experimenting with the Ogre Knuckles on phys bows and blowpipes latetly and while the knuckles makes the bleed dmg now more in line with the other elementary dmg, I still think bleed is in a bad spot as for the majority of enemies phys armor is the main defense resistance.

It stills seems more efficent to me to use an elementary dmg modifier aligned with the enemies missing or low defense resistance.

Is it possible that the Ogre Knuckle ups the diff multiplier values a bit for the secondary damage effect of the formula in the game?

Total_damage * (100% - %_absorbed_by_armor) * (100% - %_Damage_mitigation) * Difficulty_multiplier  (Difficulty_multiplier = 0.65 (bronze); 0.85 (silver), 1.0 (gold); 3.3 (platinum); 3.63 (niobium))

 

 

Edited by jwiz
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1 hour ago, jwiz said:

I have been experimenting with the Ogre Knuckles on phys bows and blowpipes latetly and while the knuckles makes the bleed dmg now more in line with the other elementary dmg, I still think bleed is in a bad spot as for the majority of enemies phys armor is the main defense resistance.

It stills seems more efficent to me to use an elementary dmg modifier aligned with the enemies missing or low defense resistance.

Is it possible that the Ogre Knuckle ups the diff multiplier values a bit for the secondary damage effect of the formula in the game?

Total_damage * (100% - %_absorbed_by_armor) * (100% - %_Damage_mitigation) * Difficulty_multiplier  (Difficulty_multiplier = 0.65 (bronze); 0.85 (silver), 1.0 (gold); 3.3 (platinum); 3.63 (niobium))

 

 

I am too lazy to make any real tests, however I am using this thingy for dual wielding : one strongest weapon is always the same with phys mods and the other is constantly changing depending on which elemental damage mod is the most effective in a current situation. Maybe, this is how it was intended in the first place?:dntknw:

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The Graverobbers quest in the desert seems borked,

I have started the quest by running by and then disposing of all the robbers, but there is no way to hand in the quest for reward (quest giver/finisher doesn't seem to spawn) and now I'm stuck with an escort.

Ok, forget it.

It's just another case of a failed NPC spawn.

The last robber turned up once I logged out/in and went back to the place.

 

 

Edited by jwiz
  • Haha 1
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Question: does the 'rank' parameter in droplists refer to the the 'rank' parameter in creatures.txt?

I see that all droplists seem to have rank = 0, except for one shield droptest with rank = 1, so I gess some thought has gone into that already?

 

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5 hours ago, jwiz said:

Question: does the 'rank' parameter in droplists refer to the the 'rank' parameter in creatures.txt?

I see that all droplists seem to have rank = 0, except for one shield droptest with rank = 1, so I gess some thought has gone into that already?

@dimitrius154  Do you happen to know the answer to this question?  I'm not sure rank is factored in at all

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I'm going to test this for a bit.

I've set the 1h energy pistols (droplist = 1432) to rank =7, which in creatures.txt is only associated to id=924 "Goblin_officer_blue" (itemtype = 8060 / goblin shaman), so in theory 1h energy pistols should now only drop from them.

I don't know if this is overridden by the drop_weapon_all doplist (id =1452) with rank = 0 though, where the 1h pistol droplist is included.

So far I haven't seen them drop anywhere, but these pistols don't exactly drop like rain even with 60 points into Enhanced Perception.

 

Edited by jwiz
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It seems that droplist for all weaposn (id=1425) did actually override the 1h energy pistol droplist as I had suspected, because I encountered an epistol drop from a normal goblin warrior.

So I deleted the 1h energy pistol droplist form that all weapon droplist and also switched to rank = 8 which seems to be solely assigned to "Barb_garema_officer_elite" (itemtype id = 9644) as they are more easy to farm than the goblin shamans.

I also 'upped' the weighted probabilties of the 1h energy pistols to 1 and did about an 1/2 hour run through he southern jungle.

I had a 1h epistol drop here:

epistol.thumb.jpg.1fdc7a156a2958b241a05873cfca4c63.jpg

 

While arguably this could have dropped from a panther or a normal Garema warrior that I had killed on that spot, I doubt it, as I had no other char drop an epistol.

This is far from being evidence, but I think it points into the direction that the monster ranks in creatures.txt maybe related to the ranks in the droplists.

Futher extensive testing would be required though, to prove this.

 

Edited by jwiz
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