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dimitrius154

Dimitrius's CM Patch Addendum

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Posted (edited)

@Flix I have some questions, as I'm nearly done with  the mount wards(those are essentially big amulets on chains, represented by an extra equipment slot, boni work  only if the char is using the mount):

1. Should those have a possible slot?

2. I have made three unique models: Aggamotto Eye, Shadow of Tizca, Wulfen Gaze. Are there any specific modifiers in mind, that might benefit the riders?

Edited by dimitrius154

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Posted (edited)

@Charon117 Ollydbg32 v1.10, this tool has served me well over the years.

Edited by dimitrius154
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2 hours ago, dimitrius154 said:

@Charon117 Ollydbg32 v1.10, this tool has served me well over the years.

A shame the 64 bit version never got finished.

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Just now, Charon117 said:

A shame the 64 bit version never got finished.

Fortunately, most of the good games I know were made within the 32-bit architecture.

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On 5/7/2020 at 4:55 PM, dimitrius154 said:

1. Should those have a possible slot?

2. I have made three unique models: Aggamotto Eye, Shadow of Tizca, Wulfen Gaze. Are there any specific modifiers in mind, that might benefit the riders?

1.  I wouldn't add slots to them, personally.

2. I can't think of anything in particular.  I recommend thinking about the source of the items' namesakes, and try to make appropriately fitting bonuses based on a theme.

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@dimitrius154 I was reviewing my total change log and reflecting on how I removed "Selling Price" completely from my mods because it seemed utterly useless that the bonus only applied when selling the item on which the bonus spawned.

Would there be any way to make "Selling Price" have a better effect, perhaps one more in line with player intuitions?  I think many of us expected that you would be able to use this modifier to increase the price of all goods sold to vendors.  There could even be some tie-ins with the Bargaining skill.   Any thoughts on this modifier?

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1 hour ago, Flix said:

I think many of us expected that you would be able to use this modifier to increase the price of all goods sold to vendors.  There could even be some tie-ins with the Bargaining skill.   Any thoughts on this modifier?

I've always considered that modifier as a utility bonus. It's indeed a sort of an artificer's brand, making a specific item more valuable. You know, it's like IPhone being no better, then Xiaomi, but being sold at 4 times the price:)

As for the concept of having a modifier, that would increase sold item value, that can be done, but: do we really need that? IMHO, Sacred 2 suffers from the same inflation madness, as Daggerfall and many others. There's too much gold, it's ridiculous.

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8 hours ago, dimitrius154 said:

IMHO, Sacred 2 suffers from the same inflation madness, as Daggerfall and many others. There's too much gold, it's ridiculous.

That could be easily amended, ot at least mitigated:

Animals don't drop Gold. Period.

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1 hour ago, jwiz said:

Animals don't drop Gold. Period.

Everyone knows that are geese laying golden eggs and donkeys spitting gold.... So it is written in the big science book of the brothers Grimm

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10 hours ago, dimitrius154 said:

Sacred 2 suffers from the same inflation madness, as Daggerfall and many others. There's too much gold, it's ridiculous.

Noo, in sacred everything is even worse : if you have no bargain skill, there is no need to bother trading at all. We need some casino, like in diablo:mafia:

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1 hour ago, lacr said:

We need some casino, like in diablo

Or, we severely reduce potion drops, greatly increase the amount and selection of potions at shops, increase smithing prices, reduce gear prices by a factor of 10. I've taken this route.

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Flix's approach, at least so far in lower levels, in D2F v14 has also been positive in that respect. I have enough gold but not enough that I can splurge. And vendors offer relatively mild to interesting stuff without Bargaining/Trading. So I agree with both approaches that you don't need to change the way the game works but just fine tune it. :)

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10 hours ago, dimitrius154 said:

increase smithing prices, reduce gear prices by a factor of 10.

Is this in the scripts or the binaries?

And by reduce gear prices, doesn't this mean the player can now buy gear much more cheaply?  Or do you mean selling price is reduced?

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1 hour ago, Flix said:

Is this in the scripts or the binaries?

Both.

1 hour ago, Flix said:

And by reduce gear prices, doesn't this mean the player can now buy gear much more cheaply?  Or do you mean selling price is reduced?

Both buying and selling pries are reduced. The aim is to reduce the amount of gold in circulation. I've done a similar tweak code-wise for my version of Daggerfall.

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14 hours ago, dimitrius154 said:

Both buying and selling pries are reduced. The aim is to reduce the amount of gold in circulation.

This has the advantage of also making a level 1 toon with a shared chest filled with Niob uniques not be a millionaire from the start. Reducing the global amount of gold available and make it more prone to be spent seems like a great idea. :)

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@dimitrius154  I've been thinking about quest rewards lately and had some ideas to throw at you.

Scenario 1: A quest reward could randomly pull from a pool of blueprints, either based on item tier, or weargroup, or some other parameter.  A basic example would be a quest that is guaranteed to drop a unique-tier item.  Whether it's a weapon, armor, relic, etc. would be random, but the item tier would be guaranteed.

Scenario 2: Similar to the "Monster Infrequents" of Titan Quest and Grim Dawn, a quest opponent could have a chance (rather than a guarantee) to drop a specific weapon on completion of the kill quest.  For example, currently I have Holos the Paralyzer drop the Bergonix' Judge axe, every single time the player kills him (thus completing the quest).  This is less than ideal.  The player can just stockpile super rare Legendaries.  What would be better is if a repeatable quest opponent had a chance to drop the item, let's say a 1 in 20 chance.

Can you think of any way to make these a reality?

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Posted (edited)
14 hours ago, Flix said:

Scenario 1

Can't say for now. Need to check the code as to whether a DropPattern, or a Droplist is addressed. If It's a DropPattern - should not be difficult. But I need to finish conforming the texts first, I'm only halfway through.

14 hours ago, Flix said:

Scenario 2

If the reward is dropped as part of the quest by the 'dropper' creature, then the 'dropchance ' parameter is already present in quest.txt. Not applicable for non-quest items, I guess. We'll see.

Edited by dimitrius154

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Posted (edited)
On 6/2/2020 at 6:25 AM, Flix said:

Scenario 2

Not achievable by quest mechanics. A reward is assigned, when a quest is initialized and is shown in the Rewards frame of the quest log. No credible way to make it suddenly change during the quest completion phase. 

You can, however, assign a unique dangerclass to a quest monster and a create a unique drop for that, thus making reward chance-based.

Edited by dimitrius154

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Posted (edited)
On 6/2/2020 at 6:25 AM, Flix said:

Scenario 1

mgr.createDroppattern(103,{ -- Quest So, there's the drop pattern, that needs to be tampered with. But that would affect all the quests.

Edited by dimitrius154
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2 hours ago, dimitrius154 said:

mgr.createDroppattern(103,{ -- Quest So, there's the drop pattern, that needs to be tampered with. But that would affect all the quests.

Just for the sake of me understanding it: so, quest rewards are related to a specific Drop Pattern (unless static rewards) not certain Drop Lists, so creating a specific Legendary Drop List wouldn't do unless you include the said specific Drop List into the Drop Pattern, which then would affect the Drop rewards for all quests using that specific Drop Pattern?

 

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Posted (edited)
2 hours ago, jwiz said:

quest rewards are related to a specific Drop Pattern

Drop Lists are not accessed directly, but as members of a Drop Pattern. Pattern 103 is invoked by the general Quest completion routine. 

2 hours ago, jwiz said:

which then would affect the Drop rewards for all quests using that specific Drop Pattern?

Yes. 

Edited by dimitrius154

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Posted (edited)
2 hours ago, dimitrius154 said:

Drop Lists are not accessed directly, but as members of a Drop Pattern. Pattern 103 is invoked by the general Quest completion routine. 

Yes. 

Thank for sharing.

One more question comes to my mind: Is the game capable of 'on death' object/creature spawning?

I am thinking here along the line of Titan Quest's (and Grim Dawn's) loot orbs, which bosses leave behind for the players to shoot and drop their loot.

These could be immobilized creatures with no attack/defense behaviour attached to them and basically 1 hp.

Could something similar be achieved in Sacred 2?

 

Edited by jwiz

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11 hours ago, dimitrius154 said:

mgr.createDroppattern(103,{ -- Quest So, there's the drop pattern, that needs to be tampered with. But that would affect all the quests.

Thanks, that's a start at least.  if nothing else I can examine what droplists are present in that one.

 

11 hours ago, dimitrius154 said:

You can, however, assign a unique dangerclass to a quest monster and a create a unique drop for that, thus making reward chance-based.

Now, that is very interesting.  I could only do it a handful of times through, since there's only 1-10 for dangerclass.  Would "inittype" interfere with this if it was incorrect?

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13 hours ago, jwiz said:

Is the game capable of 'on death' object/creature spawning?

In a very specific case, which is hardcoded to a single itemtype and a single spellclass. Part of the doppelgaenger spell functionality.

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