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Sacred 2 Enhanced Edition


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I would like to speak on the matter of escort quests with Superspawn and Challenge Mode active.

There is absolutely no way they are gonna be enjoyable. They were a bore to begin with, but with this some of them basically become unplayable. There are so many mobs with so much damage that even with hitting spacebar all the time, the big mob crowd can basically oneshot your NPC, leading it to the quest fail. I often switched off the Survival Mod in the past, when reaching certain quests, because it was becoming ridiculous, but here it's even harder to do.

 

 

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12 hours ago, SiegfriedCalibur said:

I would like to speak on the matter of escort quests with Superspawn and Challenge Mode active.

There is absolutely no way they are gonna be enjoyable. They were a bore to begin with, but with this some of them basically become unplayable. There are so many mobs with so much damage that even with hitting spacebar all the time, the big mob crowd can basically oneshot your NPC, leading it to the quest fail. I often switched off the Survival Mod in the past, when reaching certain quests, because it was becoming ridiculous, but here it's even harder to do.

So what do you suggest? 

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6 minutes ago, Flix said:

So what do you suggest? 

Okay, first I'm going to provide a liitle more depth to my statement to explain, how I came to this decision.

The first frustration came, when I reached the quest Robbery near elven avanpost, not far from Tylisium. I haven't even reached the poor girl, the moment I saw her, she was surrounded by both quest bandits and like 30 skeletons, which annihilated her in literal seconds. Next came Carlos, with that quest, where he needed to kill an Orc. I checked the area, approached the Orc - bam, Carlos got oneshotted behind me. And finally, the quest with information giver, Hatol or whatever. We stepped out of tavern, half a second passed... a horde of animals and slaves out of nowhere = dead.

So I thought, at first, that maybe I can downscale the damage dealed to them, so I edited Balance.txt to 0 for testing. Turns out, they still got damaged somehow and pretty fast, although not as scary as before. So I scaled it back to 200-300. And it was actually fine. I managed to do quite a lot of quests with this parameter without hammering my spacebar to oblivion.

My point is next - since the aggro is much bigger and the number of monsters too, sometimes you can get greeted by a 60-70 mob crowd, which absolutely swarms you and your escort NPC, killing it incredibly fast. So you need at least some time to toss the potion to heal, while quickly eliminating the crowd. Downscaling the damage worked fine for me - enemies are 11 levels higher than me, but I still manage to protect my NPC partner from harm. 

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The problem is that downscaling applies to your summoned creatures too.  They will be all but useless.

I'd advise playing without the optional modules.  They're meant to be punishing.  You're meant to be swarmed, to risk one-shots if you're anything less than godly.  It's meant to test the best builds and the strongest characters.

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On 1/11/2018 at 4:22 AM, xcessive said:

1. I think the skeleton champions just in the beginning of the game are too strong. They oneshot player characters until level 5-8 (maybe even higher). I put all points in vitality and had armor lore maxed and still got oneshot and the same happened to my brother. It even happened to me a 2nd time, even after I knew about the danger. I played a ranged char and I dont know how a pure melee fighter would even stand a chance. Their individual hits do around 20% max hp dmg, but they seem to use a CA which makes them strike for multiple hits at once. It needs to be toned downed in the early game.

In Bronze?  I wouldn't play in Silver below level 10.  I'll review their bonuses however.  I imported many of the boosted bonuses from the defunct Survival Mod and there were some typos that caused the values to be way too high.  I think I caught them all, but I'll re-check.

On 1/11/2018 at 4:22 AM, xcessive said:

2. There are still items that improve pacifism.

Thanks.  I'll try to track them all down and eliminate for the next release.

On 1/11/2018 at 4:22 AM, xcessive said:

3. In my opionion it is too easy now to get the legendary relics.

5. The XP you get from quests on gold and higher difficulty is WAY TOO HIGH.

I'll review the XP rewards, since all sources of XP per Kill now stack in CM 1.60.  However, I think you have a different playstyle than what I'm modding for.  It sounds like you play in LAN games and farm boss quests over and over.  The player I'm creating for is one who plays through each difficulty once, and only fights each boss and does each quest once per difficulty.  I would remove any other option, if I could do so without crippling multiplayer altogether.  So you're kind of being "punished" with too-good rewards, since you're basically exploiting the way that quest & character progress aren't compatible in LAN savegames.  You may want to tweak balance.txt yourself and dial back the XP.

On 1/11/2018 at 4:22 AM, xcessive said:

4. The boni you added to the Blacksmith skill are just OP. Just three blacksmith arts for 100% chance to half regtime (+the old boni)! Just four blacksmith arts to get "chance to disregard armor" over 100% (+the old boni). And the chance to not destroy additional enhancements DOES go over 100%. Plus, you dont even need to master blacksmithing (you dont need to invest hard points) , these boni are even usable when the skill is increased to 75 with boni from the armor.

Yeah, I think this new system, as I currently have it implemented, is a flop.  It was rushed, for one thing.  What would you like to see?  The bonuses just returned to normal?  Some other bonuses instead?  Dmitriy is making a mod where all the Blacksmith Arts pull from a randomized pool of bonuses.  It might be worthwhile to try something like that.

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10 hours ago, Flix said:

The problem is that downscaling applies to your summoned creatures too.  They will be all but useless.

I'd advise playing without the optional modules.  They're meant to be punishing.  You're meant to be swarmed, to risk one-shots if you're anything less than godly.  It's meant to test the best builds and the strongest characters.

Oh wow, they do? Jesus, why would Ascaron do that?

It's pretty boring to play without them. Both of my characters started platina yesterday without any difficulties whatsoever, so I concur that they are, in fact, very solid builds. See, I consider Sacred 2 pretty slow, so I play it at x5 speed in Cheat Engine with both of your modules. So I already have several ideas from our conversation.

Thanks, Flix.

 

 

 

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I agree with the power of elite skeletons early game, they can really surprise you but I don't think they are op. Really loving the more challenging elites and bosses so far.

Btw are you planning to enable the use of 2h weapons and shield with Temple Guardian as you did on D2 Fallen Assassin?

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18 hours ago, SiegfriedCalibur said:

Oh wow, they do? Jesus, why would Ascaron do that?

It's pretty boring to play without them. Both of my characters started platina yesterday without any difficulties whatsoever, so I concur that they are, in fact, very solid builds. See, I consider Sacred 2 pretty slow, so I play it at x5 speed in Cheat Engine with both of your modules. So I already have several ideas from our conversation.

Thanks, Flix.

Whoa, there's a game speed modification?  Where did you get that?

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8 hours ago, Jampula said:

I agree with the power of elite skeletons early game, they can really surprise you but I don't think they are op. Really loving the more challenging elites and bosses so far.

Btw are you planning to enable the use of 2h weapons and shield with Temple Guardian as you did on D2 Fallen Assassin?

Thanks! 

No plans to alter the TG's weapon capabilities in the EE right now.  Given his buffs, he isn't hurting for more defense the way the Assassin was.

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5 hours ago, Flix said:

Whoa, there's a game speed modification?  Where did you get that?

Right here:

125f898eea0d8d9868f16082f07c399f.png

I use it for my own personal reasons, since my game crashes often still. Cranking the game speed allows me to complete tasks and exploration in a much quicker succession, not to mention I can also test the capability of my builds in extreme conditions.

Just select the process in CE, apply speedhack, choose your speed and you are good to go.

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2 hours ago, SiegfriedCalibur said:

Right here:

125f898eea0d8d9868f16082f07c399f.png

I use it for my own personal reasons, since my game crashes often still. Cranking the game speed allows me to complete tasks and exploration in a much quicker succession, not to mention I can also test the capability of my builds in extreme conditions.

Just select the process in CE, apply speedhack, choose your speed and you are good to go.

I'm also interested in this, how does it actually work? Is it like an in-game slider that allows you to adjust game speed so everything will be at a faster pace? How can you play at higher difficulties and micromanage with 5x the game speed?

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2 hours ago, Androdion said:

I'm also interested in this, how does it actually work? Is it like an in-game slider that allows you to adjust game speed so everything will be at a faster pace? How can you play at higher difficulties and micromanage with 5x the game speed?

Nah, you must ALT+TAB from the game, select your speed below the speedhack flag and return to the game. Everything will be a faster pace, since this hack speeds up the general game time.

You start slow. At first, I used the standard speed, played for a bit, leveled up a couple of times. Then I used x2 speed and played for a pretty long time, until I completely adjusted to events happening on screen, so I could be comfortable. Only then I turned on x5 speed. Even x2 speed seems slow to me now. I adapted to the point my reflexes and perception withing the game became much faster, so I can manage at least the bare minimum of survival rate.

Of course, it can be pretty brutal. I was on the verge of death many times, and my Dryad even died once against a Fire Elemental, because I stupidly just barged straight ahead right at him. It's already hard with these mods, so if you wanna start this method, do be careful. And yes, as Flix said, your builds must be stellar in order to conquer higher difficulties.

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Yeah, what I meant was that the third party program acts out like an in-game game speed slider. Thanks for the input but it feels to me that it won't be my thing since it'll demand more of me, and since I usually surf around Ancaria late at night it's probably better to do it at regular speed. ;)

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13 hours ago, SiegfriedCalibur said:

Right here:

125f898eea0d8d9868f16082f07c399f.png

I use it for my own personal reasons, since my game crashes often still. Cranking the game speed allows me to complete tasks and exploration in a much quicker succession, not to mention I can also test the capability of my builds in extreme conditions.

Just select the process in CE, apply speedhack, choose your speed and you are good to go.

You're gonna make me search for the utility then, I see.  :P  I'll be sure to try it out tonight.  Sounds very exciting, and like a better alternative to my just boosting run speed of the player and enemies, which kind of has a hit on performance.

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9 hours ago, Androdion said:

Yeah, what I meant was that the third party program acts out like an in-game game speed slider. Thanks for the input but it feels to me that it won't be my thing since it'll demand more of me, and since I usually surf around Ancaria late at night it's probably better to do it at regular speed. ;)

Yeah, this thing is madness.

I got oneshotted today by a horde of 40 spiders in the swaps. It literally was just that - running by, one second later I'm dead. Fun! But seriously, someone must do something about those dots. Not even battle regen can save against them, I'm forced to level Toughness as well to counter their ridiculous poison.

3 hours ago, Flix said:

You're gonna make me search for the utility then, I see.  :P  I'll be sure to try it out tonight.  Sounds very exciting, and like a better alternative to my just boosting run speed of the player and enemies, which kind of has a hit on performance.

It's quite strange you didn't know about CE, Flix. This utility is quite popular!

Anyway, be AWARE OF GLITCHES this thing can cause in your game! Remember when I reported about disappearing HUD, character self-awareness? Yeah, it can cause it easily, due to disrepancy in increasing game speed, and how the game operates normally.

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  • 2 weeks later...

Hello! What exactly and in what file need to be changed to return the old values of improvements to the blacksmith? It does not matter if the change in the chance of retrieval is not affected, it is important to remove the annoying line that is closed without learning the skill.

Sorry for english, google translate rlz)

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Hi flix, first, thanks for all of the mods that you do, I don't know if you still work in this mod but I have a suggestion, Could you reduce or remove the collision box of the Dragon mage familiar? The familiar always gets in the way and body blocks you, I don't know if other summoned creatures have this problem but I think that you should check that.

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Hello, returned after a long leave to Sacred 2 and was curious seeing the new mods (which are awesome btw, well done keeps the ol' Sacred 2 alive for the rest of us!) I kinda wanted to try my hand at some modding as well, least for learning purposes for now. So I'm curious, how do you change the appearance of the summoned pets for the High Elf for example? Is it just a little line one has to change, can you change it with any creature or are there requirements? So far my fumbling hasn't had any good effects so far :P

Oh also, how can you change the powers those summoned pets have? I find the turning spell on the Seraphim's Guardian Angel to be fairly annoying rather than helpful so would love to change it with something else.

Edited by phalanx01
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  • 3 weeks later...
On 14/2/2018 at 10:51 AM, phalanx01 said:

Oh also, how can you change the powers those summoned pets have? I find the turning spell on the Seraphim's Guardian Angel to be fairly annoying rather than helpful so would love to change it with something else.

I'm playing a pure caster serap using mostly celestial magic for damage and my only source of protection is Divine Protection so I always have this cooldown in check, when the angel turns the enemies into allies it messed up my plans because it heals the enemy and I must wait to kill them which also make me lose precious time.

Instill Belief is more harmful than helpful since you don't have control over it and disrupt the gameplay because of this.

Maybe the Guardian Angel could use Flaring Nova with a chance to stun instead of Instill Belief.

Edit: I learned a bit of modding and I replaced Instill Belief with this custom Flaring nova that I created:

Spoiler

mgr.defineSpell( "se_summon_schockwelle", {
	eiStateName = "cSpellCast",
	fxTypeCast = "FX_SE_SCHOCKWELLE_C",
	fxTypeSpell = "FX_SE_SCHOCKWELLE",
	fxTypeCastSpecial = "FX_SE_CAST_M",
	duration = 10.000000,
	animType = "ANIM_TYPE_SM18",
	animTypeApproach = "ANIM_TYPE_INVALID",
	animTypeRide = "ANIM_TYPE_INVALID",
	animTypeSpecial = "ANIM_TYPE_RIDESM06-SPECIAL",
	causesSpellDamage = 1,
	tokens = {
		entry0 = {"et_duration_sec", 1000, 10, 0, 8 },
		entry1 = {"et_range_area", 800, 0, 0, 4 },
		entry2 = {"et_spelldamage_magic", 320, 210, 0, 133 },
		entry3 = {"et_spelldamage_physical", 460, 280, 0, 133 },
		entry4 = {"et_missile_adapt", 350, 10, 0, 9 },
		entry5 = {"et_chance_stun", 500, 0, 0, 133 },
		entry6 = {"et_hurl_enemy", 1, 0, 0, 9 },
	},
	fightDistance = 110.000000,
	aspect = "EA_SE_COMBAT",
	cooldown = 10.000000,
	soundProfile = 0,
	cost_level = 200,
	cost_base = 400,
	focus_skill_name = "skill_SE_combat_focus",
	lore_skill_name = "skill_tactics_lore",
	spellClass = "cSpellSeSchockwelle",
	spellcontroltype = "eCAtype_a_effect_self",
	sorting_rank = 0,
})

 

Its feel better than Instill Belief IMO, is the basic Flaring Nova but with a static 50% chance to stun the enemies. It doesn't seems to scale with CA or with skills but the stun effect is worth.

Edited by Chofranc
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  • 1 month later...

Hey, just started a playthrough using this mod. Shivering Miasma/Deathchill aura really peak my interest and was thinking about making a build around it. I was wondering if anyone knows if Ancient Magic or any skill increases the damage dealt by it?

Edited by garadin
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19 hours ago, garadin said:

Hey, just started a playthrough using this mod. Shivering Miasma/Deathchill aura really peak my interest and was thinking about making a build around it. I was wondering if anyone knows if Ancient Magic or any skill increases the damage dealt by it?

Ancient Magic definitely increases the damage, just like any other spell damage.  You can also boost the damage with Astral Lord Lore and Combat Discipline.  Damage Lore will also boost the duration and intensity of the freezing effect.

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On 7/22/2014 at 8:15 AM, Flix said:

mous Entrapment - New Combat Art (replaces Forest Flight). The Dryad sets a poisonous trap for her enemies that damages any who pass over it. It seeks enemies and will slowly chase after them if they move. The trap inflicts physical and poison spell damage as well as poison DOT. Can be modified to increase the poison damage, chance for poisoning, chance to stun, debuff enemy defense, chance for critical hits, and deathblow. This adds to the small list of spell-based combat arts that are boosted by Tactics Lore

This CA lands not where I point my mouse cursor, but at random point around it. Is it bug or by design?

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Good evening ladys and gentlemen,

I scrolled through this topic and didn't find anything, so I allow myself to ask here: Is the Challange Mode included in the Super Spawn?

My Sacred 2 is altered by Reduced Fog Mod, Sacred 2 EE 2.0 - Enhanced Spells and the Superspawn included in the EE Mod.
I know that the bosses where formerly improved by the Challange Mode, but know this is standard in the EE 2.0, so I am not surprised but pleased by the tougher bosses.
But every other point from the Challenge Mode is also active, despite having not installed it. Especially these points I can definitly confirm:

Critical hit damage increased from 1.2x to 2x times damage.

Max speed in the game quadrupled. The player isn't faster by default, but will benefit from more Run Speed +% gear. Enemies will move faster as well.

Enemy aggro range tripled.

Aggro range for white (much lower level than player) enemies doubled.

No more damage downscaling for NPC's (they will inflict full damage on each other).

Range for clearing the fog of war on the map is tripled (results in more enemies).

 

The fog is cleared in a wide area and almost all enemies within attack me. The NPCs from quests can take out a normal foe. The crits of the champions on lower levels are strong enough to pulverize themself (I took the god power which has a 50% chance to reflect an attack and one skeleton champion went from full HP to a neatly stacked pile of bones. Such Skeleton Chempions are easyly able to kill my charakter with two critical hits on lower levels.).
 

It is still enjoyable, though.

Edited by Roderick
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On 5/1/2018 at 4:37 AM, banner20 said:

This CA lands not where I point my mouse cursor, but at random point around it. Is it bug or by design?

Hello!  I don't know why this happens, but this is why I made it seek targets.  I can make it non-seeking, and it will land exactly where you point your mouse cursor.  But then it won't chase enemies anymore.  Which do you think would be more effective?  

 

9 hours ago, Roderick said:

Good evening ladys and gentlemen,

I scrolled through this topic and didn't find anything, so I allow myself to ask here: Is the Challange Mode included in the Super Spawn?

My Sacred 2 is altered by Reduced Fog Mod, Sacred 2 EE 2.0 - Enhanced Spells and the Superspawn included in the EE Mod.
I know that the bosses where formerly improved by the Challange Mode, but know this is standard in the EE 2.0, so I am not surprised but pleased by the tougher bosses.
But every other point from the Challenge Mode is also active, despite having not installed it. Especially these points I can definitly confirm:

Critical hit damage increased from 1.2x to 2x times damage.

Max speed in the game quadrupled. The player isn't faster by default, but will benefit from more Run Speed +% gear. Enemies will move faster as well.

Enemy aggro range tripled.

Aggro range for white (much lower level than player) enemies doubled.

No more damage downscaling for NPC's (they will inflict full damage on each other).

Range for clearing the fog of war on the map is tripled (results in more enemies).

 

The fog is cleared in a wide area and almost all enemies within attack me. The NPCs from quests can take out a normal foe. The crits of the champions on lower levels are strong enough to pulverize themself (I took the god power which has a 50% chance to reflect an attack and one skeleton champion went from full HP to a neatly stacked pile of bones. Such Skeleton Chempions are easyly able to kill my charakter with two critical hits on lower levels.).
 

It is still enjoyable, though.

Hello!  Actually Challenge Mode is still an additional module that should be installed on top of EE, like SuperSpawn.  The base EE mod has many features of Challenge Mode, but scaled back some.

So critical hit damage, speed, aggro range, fog of war are all increased in base EE, and even more in Challenge Mode.

Because I made so many spells and modifiers more powerful in EE, I wanted to increase the challenge of the game so it didn't become a cakewalk.

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  • The title was changed to Sacred 2 Enhanced Edition
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