Popular Post Flix 5,116 Posted August 30, 2016 Author Popular Post Share Posted August 30, 2016 Ok, I scaled back the range and cone angle of Mind Blast a little. I like how it's behaving now. You can still target enemies insanely far away (basically anything you can see, you can blast), but the further away the enemy, the more narrow and focused the cone. So creatures to the side of the "beam" won't get damaged. Conversely, you can target right in front of yourself, and hit a very wide horizontal swath of enemies, but only those very close to you. It's a tough choice for the Burst of Speed gold mod: lowering cooldown on Burst of Speed so it can be on all the time, or -regen for all CAs. Heh, good. Mod choices should be difficult sometimes. Myself I'm a sucker for reducing the cooldown of temporary buffs so I always go for that. Constantly recasting temp buffs was always a big gripe for me and the Sacred series. The Shadow Master is a bit of a hit and miss. When his CA is regenerating, he just stands there and take a beating. This was a reason why he died often for me, even when over-leveled (buff suit). Otherwise, he is great when using his CAs. Yeah, I built him early on and used equipment bonuses rather than creature bonuses to power him up. I'll try to rebuild him so he survives better. Regarding the AI, it sucks but Ascaron only gave me two choices for minion AI: Skeletal Soldiers: Charge in and mindlessly attack with weapons, no special moves or spells used. Fire Demon: Can use spells and special attacks, hangs around looking bored while CA's are regenerating. People have (rightly) complained about either one, whichever I use in my mods. But I always thought the essence of the Shadow Master was that it could use your own skills. So I opted for the "spellcaster" AI. 2 Link to comment
jordan0422 39 Posted August 30, 2016 Share Posted August 30, 2016 People have (rightly) complained about either one, whichever I use in my mods. But I always thought the essence of the Shadow Master was that it could use your own skills. So I opted for the "spellcaster" AI. A possible suggestion: how about the Shadow Master retains his glass-cannon ways, but has his own less-powerful version of the player's CA but with lower regen rates? He can use his CAs more often, but they're less powerful than before? 1 Link to comment
gogoblender 3,042 Posted August 30, 2016 Share Posted August 30, 2016 Ok, I scaled back the range and cone angle of Mind Blast a little. I like how it's behaving now. You can still target enemies insanely far away (basically anything you can see, you can blast), but the further away the enemy, the more narrow and focused the cone. So creatures to the side of the "beam" won't get damaged. Conversely, you can target right in front of yourself, and hit a very wide horizontal swath of enemies, but only those very close to you. It's a tough choice for the Burst of Speed gold mod: lowering cooldown on Burst of Speed so it can be on all the time, or -regen for all CAs. Heh, good. Mod choices should be difficult sometimes. Myself I'm a sucker for reducing the cooldown of temporary buffs so I always go for that. Constantly recasting temp buffs was always a big gripe for me and the Sacred series. > The Shadow Master is a bit of a hit and miss. When his CA is regenerating, he just stands there and take a beating. This was a reason why he died often for me, even when over-leveled (buff suit). Otherwise, he is great when using his CAs. Yeah, I built him early on and used equipment bonuses rather than creature bonuses to power him up. I'll try to rebuild him so he survives better. Regarding the AI, it sucks but Ascaron only gave me two choices for minion AI: Skeletal Soldiers: Charge in and mindlessly attack with weapons, no special moves or spells used. Fire Demon: Can use spells and special attacks, hangs around looking bored while Combat Arts are regenerating. People have (rightly) complained about either one, whichever I use in my mods. But I always thought the essence of the Shadow Master was that it could use your own skills. So I opted for the "spellcaster" AI. Love reading your behind the scenes reasoning for why the SW "feels' the way he does Thanks for this satisfying dev insight gogo Link to comment
jordan0422 39 Posted August 30, 2016 Share Posted August 30, 2016 Another quick question: do either of the Paladin or Sorceress energy shield (Holy Shield and Energy Shield) recharges during combat? Link to comment
Flix 5,116 Posted August 30, 2016 Author Share Posted August 30, 2016 Another quick question: do either of the Paladin or Sorceress energy shield (Holy Shield and Energy Shield) recharges during combat? Energy Shield does, Holy Shield does not. Though Holy Shield is significantly more powerful. Link to comment
jordan0422 39 Posted August 31, 2016 Share Posted August 31, 2016 (edited) Assassin, Shadow Discipline report... Gar'Colossus fight. Assassin level 17, Silver difficulty, Expert Touch on, Light path. Mind Blast him across the screen, with Mind Blast modded to de-activate buffs. He's slow, so I could have downed him safely with Mind Blast alone. Anyways, wanted to try out how the Shadow Master would do against him. So the Assassin moves in closer, under Cloak of Shadows for safety. The Shadow Master is over-leveled under a buff suit (combat art level 15). Shadow Master took about 30-45 seconds to take him down, even with his healing rocks. There were moments when it seems like Shadow Master was taking a bit too much damage, but I use a couple of potions to help heal him back up. So the Assassin is definitely viable so far with Shadow Discipline aspect alone. Cloak of Shadows is a great temp buff, probably a must have buff for any Assassin build. The Shadow Master is a bonafide killing machine, when he's not regenerating his combat arts. I think I might change my mind about the Shadow Master being a bit squishy: a few well timed healing potions would definitely keeps him going. Mind Blast is a long range attack for both bosses and groups. This aspect can stand on its own. Although I will probably need Blade Shield from Traps aspect later on for added safety. Edited August 31, 2016 by jordan0422 1 Link to comment
Flix 5,116 Posted September 1, 2016 Author Share Posted September 1, 2016 The Shadow Master is a bonafide killing machine, when he's not regenerating his combat arts. I think I might change my mind about the Shadow Master being a bit squishy: a few well timed healing potions would definitely keeps him going. Thanks for the report. I re-checked all his creature and equipment bonuses. For the next release I just decreased his Damage +% bonus slightly and increased his Vitality attribute by a good amount. He seems in pretty good shape otherwise. Hi, I think I found someting strange with one of the enchantments buffs from the Barbarian (natural resistance) that gives block chance : Stun. The tooltip of the enchantment says +43,5% chance to block stun +0,5/level but it seems to give only +33% +0,5/Level chance to block : stun. Thanks Ok I finally looked into this once and for all, and discovered it was simply a matter of diminishing returns. The value stated in the CA tooltips I wrote was incorrect (higher than the actual value). Therefore I increased the bonus amount so that it actually matches the tooltips I wrote. This means that several buffs will become powerful in the next release, by attaining the power I originally meant for them to have. The buff modifiers affected are: Chance to Evade +X% Opponent's Chance for Secondary Damage Effects -X%, Any and all Block Chance and Chance to Reflect modifiers Note that most of the tooltips will be unchanged, rather the actual bonus is increased to match the text. 1 Link to comment
gomagon 11 Posted September 1, 2016 Share Posted September 1, 2016 Hi. I'm sorry I am not good at English. Thank you for nice mod. I have a question about Amazon. Inner Sight: I found the word "Duration" in this tooltip, but this CA is Buff. Is this tooltip correct? Poison Javelin: This CA is very nice, but it seems to be a dagger (not javelin). Is it possible to make this design bigger? 1 Link to comment
Flix 5,116 Posted September 1, 2016 Author Share Posted September 1, 2016 Inner Sight: I found the word "Duration" in this tooltip, but this CA is Buff. Is this tooltip correct? Yes, it is correct. The "Duration" refers the period of time when the enemy's defense rating and evade chance are debuffed. For example, even after an enemy moves out of the area of effect of Inner Sight, it will be debuffed for 10 seconds. Poison Javelin: This CA is very nice, but it seems to be a dagger (not javelin). Is it possible to make this design bigger? It's actually more like a thick arrow. I don't think I can change the model without affecting many other spells that use that design. 1 Link to comment
gomagon 11 Posted September 1, 2016 Share Posted September 1, 2016 Hi Flix I understand. thanks. 1 Link to comment
jordan0422 39 Posted September 2, 2016 Share Posted September 2, 2016 A quick question on Druid's Combat Art Poison Creeper, Silver mod Solar Creeper: does the Regen per Hit effect scale with CA level, or does it scale at all? Also, what is it initial value? Link to comment
Flix 5,116 Posted September 2, 2016 Author Share Posted September 2, 2016 A quick question on Druid's Combat Art Poison Creeper, Silver mod Solar Creeper: does the Regen per Hit effect scale with CA level, or does it scale at all? Also, what is it initial value? Solar Creeper bonus doesn't scale. The reason I didn't write any numbers is because I'm not sure how the scripted number translates to a real value in-game. It's "50." Whether that's 5%, or 0.5s, or some completely different integer, I don't know. Regen per hit on CA's doesn't appear in any tooltips or bonus lists, even in the vanilla game. This is why although it's a property on many spells in D2F, I didn't write a hard number. I can tell you that the value on the D2F spells is close to the values of vanilla spells that have regen per hit. For example, Jolting Touch. I know Jolting Touch wiki page says it's 5% regen but I'm not entirely sure that's accurate, and it's hard to test. Link to comment
Tharkun 40 Posted September 3, 2016 Share Posted September 3, 2016 (edited) Hello Flix! Still having a lot of fun with this mod. I'm trying a new build with the sorceress. I have a level 20 sorceress, normal difficulty, no other mods installed. Is it possible to increase fire wall's Area of Effect? it is a very useful spell, but it has a short Area of Effect compared to other spells. Still no luck with inferno, I've tried to shoot at the back of the mobs, still misses. Sacred 2 greatswords, some of them look like bulky one handed swords, even regular one handed swords are bigger than greatswords. Also the new "angelic" greatsword model looks kinda short. E.g.: http://www.sacredwiki.org/index.php/File:2hs1cwm.gif http://www.sacredwiki.org/index.php/File:2hs3cwm.gif http://www.sacredwiki.org/index.php/File:2hs14cwm.gif http://www.sacredwiki.org/index.php/File:2hs17cwm.gif Could you make greatswords a bit larger? Not JRPG size, just larger than longswords. Thanks a lot! The new updates look awesome! Edited September 3, 2016 by Tharkun 1 Link to comment
Tharkun 40 Posted September 4, 2016 Share Posted September 4, 2016 (edited) I have found a couple of weapon models, I think these are props, but they look pretty good (I guess). http://oi66.tinypic.com/rrhvns.jpg http://oi65.tinypic.com/16k4bw0.jpg http://oi67.tinypic.com/10epl37.jpg Btw I run the game on low graphics setting, these would look a lot better on a higher setting. Thanks a lot! Edited September 4, 2016 by Tharkun 1 Link to comment
Popular Post Flix 5,116 Posted September 4, 2016 Author Popular Post Share Posted September 4, 2016 Hey Tharkun thanks for the suggestions. I'm on vacation right now so I'll check the pictures as soon as I get back to my computer in a couple days! 2 Link to comment
Flix 5,116 Posted September 6, 2016 Author Share Posted September 6, 2016 Could you make greatswords a bit larger? Not JRPG size, just larger than longswords. Done! Thanks to Pesmontis. They look a lot better now, thanks for bringing this to my attention, they were way too small before. Is it possible to increase fire wall's Area of Effect? it is a very useful spell, but it has a short Area of Effect compared to other spells. I don't want to increase the range, but what I'll do instead is make the spell pull enemies into its range, like Radiant Pillar. The spell is actually just Radiant Pillar with a different fx. I wish I could make it spread out wide like the original fire wall, but I can't find any spell effects that do that. I'll change the spell description somewhat to indicate that it's a flame column and not a barrier. You can also increase the range with Combat Art Range +X% modifiers. I have found a couple of weapon models, I think these are props, but they look pretty good (I guess). Ah, the goblin weapons. Those look ok. The only problem is they're all "glued" together as one big model. I'm not sure any of them look good enough to work on splitting up the pieces and making them into usable weapons, otherwise I'd do it. 1 Link to comment
jordan0422 39 Posted September 6, 2016 Share Posted September 6, 2016 Hopefully this is just a display quirk/error... Amazon's Dodge CA: the "chance to block projectiles" does not show up in the Sigma. Tested with worn equipment and without any equipment. 1 Link to comment
Flix 5,116 Posted September 7, 2016 Author Share Posted September 7, 2016 Hopefully this is just a display quirk/error... Amazon's Dodge CA: the "chance to block projectiles" does not show up in the Sigma. Tested with worn equipment and without any equipment. I had the wrong spell class assigned to this buff. The result is, for some reason, certain properties were being applied (visible in Sigma) and then quickly vanishing/deactivating shortly after casting the buff. I noticed this was happening with Dodge's Defense Rating +X modifier. This will be fixed in the next release. I'll double check and make sure Block Projectiles is properly "sticking." Noticing this actually prompted to me to double-check every buff and make sure no properties were being dropped after casting. I think I caught them all, but feel free to report any others you may notice. If you're intrepid enough to test the change I made, Dodge's spell entry is "dr_vo_zombie", in spells.txt. The relevant line I changed is spellClass which should now read: spellClass = "cSpellSkWillensstaerke", 1 Link to comment
jordan0422 39 Posted September 7, 2016 Share Posted September 7, 2016 Found something else...Hopefully just a display error/quirk. Paladin's Conviction (Buff) Combat Art --- Gold mod: Nullify (shut down enemies' buff in area of effect). In the Sigma, when Conviction is activated, there's this display "chance to dispel opponent's buffs +0.0%". That doesn't seem right. Should it be 100%, or it's just a display thing? 1 Link to comment
Tharkun 40 Posted September 7, 2016 Share Posted September 7, 2016 Hi Flix! The new greatswords look awesome! I have found a little bug (I think it's a bug) on the quest "strange rituals", the boss monster uses furious emblazer which it looks weird also it can't hit me with it. Could you make armageddon's meteors fall around the character instead of at distance? It feels a little overpowered. Is it possible for the nova to have a "knockback" effect? I think it could be much more useful that way, I know in diablo 2 nova doesn't knock enemies back, but still could be good, I also think the cooldown on frost nova is a bit long. This is a bit of a weird question, have you thought about adding sacred 1 weapons? I know the game already has a huge amount of weapons, those wouldn't have much purpose, but still could be cool. Thanks as always! 1 Link to comment
Popular Post Flix 5,116 Posted September 8, 2016 Author Popular Post Share Posted September 8, 2016 In the Sigma, when Conviction is activated, there's this display "chance to dispel opponent's buffs +0.0%". That doesn't seem right. Should it be 100%, or it's just a display thing? Aaagghh! It's at 0%. And for such a stupid reason too. I had the dispel chance set at 100%, but also with a 1% gain per level, for some reason. So pushing the value over 100% created some kind of logic error that made it roll over to 0%. I had this on all 6 player CA's that dispel buffs. Fixed. For next version. I have found a little bug (I think it's a bug) on the quest "strange rituals", the boss monster uses furious emblazer which it looks weird also it can't hit me with it. Yeah, the problem is the flame shoots from his hands, but he doesn't have a good casting animation for it, so the flame spurt just kind of waves all over the place as he punches. I'll consider retiring that spell from enemies and replacing it with a better fire spell. Could you make armageddon's meteors fall around the character instead of at distance? It feels a little overpowered. I can't really, and I avoided trying it because players were complaining about the meteors physically geting in the way of the character moving around. So I kept the spell more similar to Incendiary Shower, so players had the option of casting around themselves or more distant. It has more meteors but a much wider spread which IMO makes it about the same level of power. Is it possible for the nova to have a "knockback" effect? I think it could be much more useful that way, I know in diablo 2 nova doesn't knock enemies back, but still could be good, I also think the cooldown on frost nova is a bit long. I think I'm happy with Nova the way it is now, since a Lightning Sorceress has knockback on the Telekinesis spell. About Frost Nova, I decreased the cooldown by 1 second and also improved the effect of the gold mod Conservation, which lowers the regeneration time. This is a bit of a weird question, have you thought about adding sacred 1 weapons? I know the game already has a huge amount of weapons, those wouldn't have much purpose, but still could be cool. We've added some in the past. There are 9 recreations that were added in the CM Items Mod: Agh'Ba's Dreadful Staff of Death Delior's Holy Staff Frost Weaver's Elemental Staff Astral Longsword of Warlocks Bone Blade of Zhurag-Nar Heridon's Jade Saber Magol En Agar Dralkcib's Protection Sereish Steel of Thunder Though, only the last two literally use the exact same model as from Sacred 1. Weapon models in Sacred 1 were very low poly and the textures mostly low resolution so they don't import very well. 2 Link to comment
jordan0422 39 Posted September 10, 2016 Share Posted September 10, 2016 Eh, not sure if this is an issue with Sacred 2, or just me. It's kinda funny in a way, nothing gamebreaking, but unexpected nonetheless. I've done some search around and couldn't find anything so... So I was playing my Storm Caster Amazon, and sometimes after a kill, a horse would just pop up. Yes, a horse. I couldn't click on it or anything. It just spawns right next to a dead enemy corpse. This happens once in a while, but definitely happened. Link to comment
Popular Post Flix 5,116 Posted September 10, 2016 Author Popular Post Share Posted September 10, 2016 Eh, not sure if this is an issue with Sacred 2, or just me. It's kinda funny in a way, nothing gamebreaking, but unexpected nonetheless. I've done some search around and couldn't find anything so... So I was playing my Storm Caster Amazon, and sometimes after a kill, a horse would just pop up. Yes, a horse. I couldn't click on it or anything. It just spawns right next to a dead enemy corpse. This happens once in a while, but definitely happened. ~Takes a deep breath.~ I've been waiting for this. It's happened to me too. And only with my stormcaster Amazon. Though it may just be that I've played only her enough hours to see it. I have no clue why this happens. I think the horse is "dropping" like loot after a kill. My best guess is that a horse itemtype somehow got mixed in with items as a possible drop. But I can't imagine how that could have happened. 2 Link to comment
Popular Post gogoblender 3,042 Posted September 10, 2016 Popular Post Share Posted September 10, 2016 Eh, not sure if this is an issue with Sacred 2, or just me. It's kinda funny in a way, nothing gamebreaking, but unexpected nonetheless. I've done some search around and couldn't find anything so... So I was playing my Storm Caster Amazon, and sometimes after a kill, a horse would just pop up. Yes, a horse. I couldn't click on it or anything. It just spawns right next to a dead enemy corpse. This happens once in a while, but definitely happened. ~Takes a deep breath.~ I've been waiting for this. It's happened to me too. And only with my stormcaster Amazon. Though it may just be that I've played only her enough hours to see it. I have no clue why this happens. I think the horse is "dropping" like loot after a kill. My best guess is that a horse itemtype somehow got mixed in with items as a possible drop. But I can't imagine how that could have happened. This game just puts smiles on my face , surprises eternal gogo 2 Link to comment
Popular Post Dragon Brother 619 Posted September 10, 2016 Popular Post Share Posted September 10, 2016 Eh, not sure if this is an issue with Sacred 2, or just me. It's kinda funny in a way, nothing gamebreaking, but unexpected nonetheless. I've done some search around and couldn't find anything so... So I was playing my Storm Caster Amazon, and sometimes after a kill, a horse would just pop up. Yes, a horse. I couldn't click on it or anything. It just spawns right next to a dead enemy corpse. This happens once in a while, but definitely happened. ~Takes a deep breath.~ I've been waiting for this. It's happened to me too. And only with my stormcaster Amazon. Though it may just be that I've played only her enough hours to see it. I have no clue why this happens. I think the horse is "dropping" like loot after a kill. My best guess is that a horse itemtype somehow got mixed in with items as a possible drop. But I can't imagine how that could have happened. Oh that's hilarious!!! Wish I'd seen that happen in game once or twice! 2 Link to comment
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