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Sacred 2 Enhanced Edition

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On 2/19/2020 at 11:13 AM, Roderick said:

The armor works. :) May I ask how it is scaling? Right now skeletons gain 5 resistance per Astral Lore additional to their normal armor. When I think about your screenshots, the old value on your skeletons was about 3.000 armor and with the new patch it was 10.000 armor. That would be Astral Lore level 1400... and I somehow doubt that.

I believe the armor boost follows the same formula as the Damage % part of Astral Lord Lore:

http://www.sacredwiki.org/index.php/Sacred_2:Astral_Lord_Lore

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9 hours ago, Flix said:

Yes, this was implemented in CM 1.60 to avoid that ridiculously overpowered exploit.  You can still get good performance out of them, though it won't be the ungodly "insta-hit everything on screen" of the past.  I believe Dual Wielding + Frenzied Rampage wins the prize for most projectiles launched - I recommend trying it.  :smile: 

Can't think of any reason.  You did delete your old options.txt right?  That forces the game to generate a new with your custom changes.

That´s fine, just as long as I know that everything works properly. A dual wielding seraphim w staves is quite fun. You get both close combat fighting and range shooting in the same weapon(s), which saves a slot for other fun stuff. I´ll try out the SW next. 

Yeah, I deleted the options.txt, but to no avail. I can switch weapon-slots with the F-keys just fine, so it can´t be a communication issue. It´s all very strange.  

EDIT: Wohoo I got it to work! Somehow the optionsCustom.txt on my lap was corrupt. I removed it and replaced it with the working one on my desktop computer, and lo and behold, it worked. It´s still strange though, because the corrupt one was also a copy of the desktop one. 

At the moment I´m divided between going vanilla spells and enhanced spells. The new spells are very fun, but I miss the teleporting capabilities of the Dryad and the Shadow Vail on the Shadow Warrior. A tough decision. If I had to choose a CA to ditch from the dryad, it would be the Dust Devil as I never use it anyways. Sure, it has it advantages if you get cornered or just like to stand still, but I´d rather just teleport myself out of such a mess. The rooting mod of Forest Flight is quite useful too. The new poison trap is acting a bit weird. It never lands where I´m aiming, and it moves way to slow to be useful on anything other than enemies that don´t move around a lot. Or maybe I´m just not experienced with it enough; might try it out a bit more before final judgment :-)

Edited by ric7202
Update

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Here are some feedback suggestions:

  • I searched for "giantbat" in creatures.txt and halfed the modelscale for each. Remember that I scaled normal mobs with -0.1 and elites with + 0.1 already
  • Cut 25% from the 2 logicBox  "classification = "CLF_GIANT_BAT"," in itemtype.txt. The new values are these:
      logicBox = {
        minx=-30.577, miny=-14.388, minz=56.312, 
        maxx=32.486, maxy=15.617, maxz=103.471, 
        },
  • I also suggest to triple the LL damage from giantbats, where exisiting.
  • I also increased the movement speed of giantbats by a flat amount of 50, although this will come in a future release.

 

Here is an image how it looks like:

Unbenannt4.thumb.jpg.1a653529d21b8dd36b082020ae922735.jpg

As far as I have seen up to 4 bats can now attack the player. Bats are faster and block less. They are still "giant" by any normal standard.

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1 hour ago, Charon117 said:

Here are some feedback suggestions

Those all seem like worthwhile changes.  Will see about trying them.

Nothing on Sakkara or Carnach?

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52 minutes ago, Flix said:

Nothing on Sakkara or Carnach?

Im currently in the swamp, looking for something. This is why I can give you feedback about swamp things.

First of all, I dont test. I have little enough time, that I won´t spend it on testing. When I spend my time I spend it on playing, which is little enough as it is. Once I make the full round and then towards the Carnach, I will give you feedback about him. Which could be in a month, or 2. Or never. It all depends. Sorry, im not a tester, I just play the game.

:)

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You have the Sakkara divine gift, I can see it in your screenshot. How hard is it to click that button and see what happens?

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56 minutes ago, Flix said:

You have the Sakkara divine gift, I can see it in your screenshot. How hard is it to click that button and see what happens?

Flix my friend, I dont even have 2.3. Im still in the middle of my 2.2 run, and I cant upgrade because I upgrade when I switch difficulties for the safest switch. I cant download your files because they require a 2.3 base, and I dont have that, thus I cant even apply your files. Apart from the fact that my own files have numerous changes, which I need to transfer into a modmergeable format, and functionality which I havent written yet.

For instance I have the changed movement speed already in a mod format, and they would work for a 2.2 installation. Bad for anybody who doesnt actually have a 2.2 installation. So I need modmerge functionality which extracts the movement speed data and applies it to any build.

Here is my to do list.

1. Find what I am looking for in the game.
2. Publish all relevant mods in an MSC format.
3. Finish the current run so that I can safely switch over to 2.3
4. Switch over to 2.3 .
5. Apply all relevant 2.4 stuff
6. Start next difficulty

 

As you can see 2.4 is at the bottom of a long long list. I know what you want, you want a Modder - Tester relationship, a really beautiful relationship, but you got the wrong guy. Im just here to play the game, and give feedback. Thats all I can do.

 

Cheers.

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6 hours ago, Charon117 said:

Flix my friend, I dont even have 2.3. Im still in the middle of my 2.2 run, and I cant upgrade because I upgrade when I switch difficulties for the safest switch. I cant download your files because they require a 2.3 base, and I dont have that, thus I cant even apply your files. Apart from the fact that my own files have numerous changes, which I need to transfer into a modmergeable format, and functionality which I havent written yet.

For instance I have the changed movement speed already in a mod format, and they would work for a 2.2 installation. Bad for anybody who doesnt actually have a 2.2 installation. So I need modmerge functionality which extracts the movement speed data and applies it to any build.

Here is my to do list.

1. Find what I am looking for in the game.
2. Publish all relevant mods in an MSC format.
3. Finish the current run so that I can safely switch over to 2.3
4. Switch over to 2.3 .
5. Apply all relevant 2.4 stuff
6. Start next difficulty

 

As you can see 2.4 is at the bottom of a long long list. I know what you want, you want a Modder - Tester relationship, a really beautiful relationship, but you got the wrong guy. Im just here to play the game, and give feedback. Thats all I can do.

 

Cheers.

Ahhhh, gotcha. No worries.  I had imagined you were installing all kinds of updates and personal modifications on the fly.  I'll wait a while before pushing 2.4.  There's nothing urgent about its release.  Minion AI sucks in 2.3 but then it's sucked all these years, a few more weeks won't hurt anything.

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