Dax 481 Posted February 20, 2020 Share Posted February 20, 2020 (edited) Overlookers, give use a sneak peak, please. What is next on the list? I heard of bleeding wounds once, can it be done? You must know I got myself Esal Hylef, Ulukais Mask and Jagged Sword of Embers lately. Well, what are you working on? EDIT /Stupid post here. I was a bit too exited about the the version and started playing immediately. Didnt check the readme. Look it over. Edited February 21, 2020 by Dax Link to comment
Flix 5,116 Posted February 20, 2020 Share Posted February 20, 2020 8 hours ago, Dax said: Overlookers, give use a sneak peak, please. What is next on the list? I heard of bleeding wounds once, can it be done? You must know I got myself Esal Hylef, Ulukais Mask and Jagged Sword of Embers lately. Well, what are you working on? Did you read the latest change log for the new 3.0 version that just released? Quote CHANGES 1. MECHANICS AND BUGFIXES The "Chance for Open Wounds" bonus that did not work on items has been fixed. Now an open wound lasts 5 seconds and deals 20% per tick of the damage that caused it. Damage of an open wound is physical. Fixed a bug due to which the ability had a limit of 65535 for each type of damage. Comment: Fixing a damage bug seems simple, but in fact, a lot of work had to be done. For example, each ability had to be individually corrected, and this is only part of the work. As a result of fixing a bug with damage, the Burning Bone effect from the Byleth’s and Huron’s sets now does the correct damage. In connection with the fixing a bug with damage, the damage of the Orla’s charges and Fadalmar’s fireballs was rebalanced. Now Fadalmar launch only one fireball, but its damage has been increased accordingly. 2. HD RESOLUTION (demo version) Added the ability to switch the resolution of the game from 1024x768 to 1366x768. You can do this in the settings file “Settings.cfg” (you can open it with a standard notepad). Add the line “WIDESCREEN: 1” in it to enable widescreen resolution. To return to standard resolution, replace 1 on this line with 0. IMPORTANT: This is a demo version, some interface elements are not completely completed (menu, character selection window). 3. SKILLS Agility – now the initial attack and defense bonus is 50% and increases by 10% per level. Parrying – now the initial defense bonus without a shield is 50% and increases by 10% per level, and with a shield the initial defense bonus is 100% and increases by 25% per level. Sword Lore / Axe Lore / Long-handeld Weapons / Ranged Combat / Dual Wielding / Unarmed Combat / Blade Combat – now the initial attack bonus is 50% and increases by 10% per level, and the initial increase in attack speed is 20% and increases by 1% per level. Comment: These skills gave too small bonus to attack and/or defense and could not compete with buffs of attack and/or defense. Diminishing only exacerbated the situation, gradually devaluing the increase to the parameters. This only interfered with the balancing, so we decided to remove it and make the linear parameter growth. Enemies also use these skills, so some of them can become problematic to hit. We will be monitor the situation and make corrections for the enemies, if necessary. 4. BOSSES Crab Queen The concept of resistance has been changed, now this boss is resistant to everything except physical damage (it was the other way around). Comment: ReBorn has not much bosses that are only vulnerable to physical damage. Demon-Lords Each of the four Demon-Lords get another medium-efficiency resistance. The type of new resistance depends on the color of the skin: Gray - poison, Green - physical, Red - magic, Blue - fire. The damage of the spikes of Demon-Lords is rebalanced, since fixing a bug with a damage limit affected them. Comment: Resistance to only one damage type looked poor, moreover, such a concept is closer to the original idea. Anducar Now the spikes poison much more strongly, be careful! 5. HEROES Comment: Fixing a damage limit bug has opened up new possibilities for us. In this version, we adjusted the damage of some abilities, as well as weakened the damage-increasing buffs and their analogues. Gladiator Dagger Stare – damage increased by 2 times (in total it’s 4 times compared to original). Daemon Call of Death – rebalanced; damage bonus per level reduced by 3 times (now it’s exactly the damage). Damage bonus duration same as in original. Infernal Power – initial fire damage bonus increased from 25% to 50%, fire damage bonus per level reduced form 5% to 1%. Blazing Disk – the total damage is equally redistributed between the two types of damage. Hell Sphere – the total damage is equally redistributed between the two types of damage. Abysmal Choir – the total damage is equally redistributed between the two types of damage. Battle Daemon – initial physical damage bonus increased from 25% to 50%, physical damage bonus per level reduced form 5% to 1%. Charged Bolts (Energy Daemon) – damage increased by 2 times. Wall of Flames (Fire Daemon) – damage increased by 2 times. Poison Ring (Poison Daemon) – damage increased by 2 times. Dwarf Flame Thrower – recovery increased by about 2.7 times, damage reduced by 2 times. Mortar Grenade – Recovery increased by about 3 times, damage reduced by about 10%. Cannon Blast – Recovery increased by about 2.25 times, damage reduced by about 10%. Wood Elf Poisoned Tendris – the progression of the number of tentacles has been changed, now 3 tentacles will be at level 69 of the spell. This will weaken the enemy magicians; with this spell they will create 2 tentacles. Comment: This change should have been made in version 2.5, but looks like we forgot to make it in the final assembly: D Battle Mage Schield Wall – fixed duration 180 sec, poison resistance removed, initial magic/fire resistance reduced to 100/40, magic/fire resistance per level reduced to 40/15. Comment: We decided to make the Protective Wall the opposite of Stone Skin. Fireball – Damage increased by around 50%. Ghost Meadow – initial cooldown reduction is reduced from 100% to 50%, cooldown reduction per level is reduced from 5% to 1%. Comment: The Battle Mage in ReBorn became too strong compared to other heroes because of great cooldown reduction via Ghost Meadow. In fact, the Ghost Meadow can be compared with damage buffs (like Dark Elf’s Testosterone), but damage is increased indirectly due to the more often using of Combat Arts, and are strengthened not just those Combat Arts that have a certain type of damage, but all Combat Arts (even those that don’t have damage). Dark Elf Testosterone – initial poison damage bonus increased from 25% to 50%, poison damage bonus per level reduced form 5% to 1%. 6. BLACKSMITH Reworked blacksmith bonuses. Now all three bonuses from the Dwarf’s Skill "Forge Lore" is unique, I.e. different from the bonuses that blacksmiths have. 1 Link to comment
Dax 481 Posted February 21, 2020 Share Posted February 21, 2020 I am an ox! Next time I shall check the readme first. 1 Link to comment
gogoblender 3,071 Posted February 21, 2020 Share Posted February 21, 2020 7 hours ago, Dax said: I am an ox! Next time I shall check the readme first. gogo Link to comment
Popular Post Flix 5,116 Posted February 23, 2020 Popular Post Share Posted February 23, 2020 Widescreen is looking great! Seeing more of the map at once was an unexpected beauty. Most of the interface is still off-center, but this was to be expected with a beta release. @Starling @MetaL What happened to the generic Blacksmith bonuses? They lost their identity and are not so good anymore. It's (almost) enough to make me reconsider continuing with 3.0. The old philosophy was improving the original bonuses to make them worth using. We used to have 1) A weapon-based bonus, 2) A defensive bonus, 3) A spell-based bonus. The modifiers within each bonus complemented one another. Now, each bonus kind of mixes things together that don't really go together, like Physical + Mental Regen, and Attack + Defense. 2 Link to comment
Popular Post MetaL 81 Posted February 24, 2020 Author Popular Post Share Posted February 24, 2020 (edited) 17 hours ago, Flix said: @Starling @MetaL What happened to the generic Blacksmith bonuses? They lost their identity and are not so good anymore. It's (almost) enough to make me reconsider continuing with 3.0. The old philosophy was improving the original bonuses to make them worth using. We used to have 1) A weapon-based bonus, 2) A defensive bonus, 3) A spell-based bonus. The modifiers within each bonus complemented one another. Now, each bonus kind of mixes things together that don't really go together, like Physical + Mental Regen, and Attack + Defense. Old concept was: Damage-berserk bonus + attack for hitting enemies. It was all about damage for all types of builds and some chance to hit. Defencive bonus. It was all about survability. Magical bonus. It was all about damage for mages. I can say that in general we just buff original conception. But theese concept have some problems: Some people wrote that defense + health makes hero too protected for enemies of Ancaria. For enemies it was too hard to sucseffuly hit a hero while hero already have bonuses to health and resistances. I can say these words have part of truth, it gave bonuses for all aspects of survabilily. Defensive bonus had priority. It gave health, defense, resistances and in the same time regeneration of special moves (from physical regeneration bonus). For non-mages it was too good and became actualy the only choose, because in the same time player got survability and some dps via lover cooldowns. Magical bonus not needed for fighters. Damage-berserk bonus not so effective compared to defensive bonus and needed only if hero have some problems with chance to hit. For mages 1st and 3rd bonuses actually performed the same role. 1st bonus = damage + damage when loosed health. 2nd bonus = spell damage + spell cooldown (affects on dps, so also about damage). I mean it was actually damage+damage vs damage+damage. We did not like such situation. So we decide to make some changes in conception: Damage-berserk bonus. It's all about pure damage for any build. Only damage, nothing else. Attack-deffence bonus. It's all about chance to hit enemies and chance to dodge attacks (like Agility skill or Heroic Courage buff). Nothing else. Health and combat art regen bonus. It's all about amount of health and cooldown of any combat arts (nothing else). Physical regeneration gives health for everyone, for fighters phys regen also give cooldown reduction of special moves, and for mages mental regen gives cooldown reduction of spells (mental regen from items etc don't increases spell damage, only basic and spended in metal regen attribute points affects on spell damage). We can't full predict how new conception will be work in sum. But I can say that now each bonus have more separated role. 3rd bonus is also affects on damage because of reducing cooldowns, but 3rd bonus not allows to create crazy berserk build (pure glasscannon) like 1st bonus does (some example and one more example what berserk is). Edited February 24, 2020 by MetaL grammar mistakes 1 1 Link to comment
Popular Post Flix 5,116 Posted February 24, 2020 Popular Post Share Posted February 24, 2020 2 hours ago, MetaL said: We can't full predict how new conception will be work in sum. But I can say that now each bonus have more separated role. Well thanks for the explanation. I liked the old philosophy, but I will learn to adapt. 2 Link to comment
MetaL 81 Posted February 24, 2020 Author Share Posted February 24, 2020 8 hours ago, Flix said: Well thanks for the explanation. I liked the old philosophy, but I will learn to adapt. Actually I had to make such explanations in the changelist by versions, but it is difficult to explain briefly, plus sometimes I can be lazy 1 Link to comment
Starling 49 Posted February 24, 2020 Share Posted February 24, 2020 On 2/23/2020 at 10:49 AM, Flix said: Most of the interface is still off-center, but this was to be expected with a beta release. I think I will not change inventory position in nearby updates, because it no have left border and it will be looks not great. I will show later how it can be look. Link to comment
Popular Post Dax 481 Posted February 24, 2020 Popular Post Share Posted February 24, 2020 (edited) I adapted to the new version. The old icons dont fit anymore. Edited October 2, 2020 by Dax 3 Link to comment
Popular Post Starling 49 Posted February 28, 2020 Popular Post Share Posted February 28, 2020 On 2/23/2020 at 10:49 AM, Flix said: Most of the interface is still off-center, but this was to be expected with a beta release. About centering inventory. I can do it but the lack of border on the left doesn’t look good 2 Link to comment
MetaL 81 Posted February 28, 2020 Author Share Posted February 28, 2020 Just some beautiful extra-wide screenshot. Link for download png if someone needed. 1 Link to comment
Popular Post MetaL 81 Posted February 28, 2020 Author Popular Post Share Posted February 28, 2020 On 2/24/2020 at 6:48 PM, Dax said: I adapted to the new version. The old icons dont fit anymore. Wow, I did not know about the existence of such icons! Thanks for the great work! 3 Link to comment
Popular Post Dax 481 Posted February 29, 2020 Popular Post Share Posted February 29, 2020 Thank you MetaL. The smaller the icons, the peskier they are. It took a while until I have found something useful. Besides, the whole GUI I am working on is an enhancement which is designed to blend with the code modification of your team. Since I dont want push other modders work aside, I stay away from certain things like character skins for example. In that way, everyone gets a piece of the cake. 2 Link to comment
Popular Post Flix 5,116 Posted February 29, 2020 Popular Post Share Posted February 29, 2020 18 hours ago, Starling said: bout centering inventory. I can do it but the lack of border on the left doesn’t look good I agree it's not great, but I think I still prefer it over being off-center. Perhaps a border texture could be added, similar to the right-hand side? If not, no big deal. Hmm... I wonder if the player portrait could be pushed over to the far right-hand side of the screen? 7 hours ago, MetaL said: Just some beautiful extra-wide screenshot. Link for download png if someone needed. Absolutely gorgeous. I see the width is increased even more! Will our ambitious Overlookers also try increasing the height as well? 2 Link to comment
Popular Post Starling 49 Posted February 29, 2020 Popular Post Share Posted February 29, 2020 2 hours ago, Flix said: I agree it's not great, but I think I still prefer it over being off-center. Perhaps a border texture could be added, similar to the right-hand side? If not, no big deal. I think I can add border, but need some time. So in next update I will move inventory to the center. 2 hours ago, Flix said: Will our ambitious Overlookers also try increasing the height as well? Already tried and we have some success ;) Just wait... 1 1 Link to comment
desm 329 Posted February 29, 2020 Share Posted February 29, 2020 Just a quick wonder, sorry; I guess the HD mod is integrated to ReBorn mod isn't it? But isn't ReBorn mod only for english version of Sacred or what if I don't want to use ReBorn, do you plan to make the Widescreen mod available for vanilla game too? 1 Link to comment
MetaL 81 Posted February 29, 2020 Author Share Posted February 29, 2020 6 hours ago, desm said: Just a quick wonder, sorry; I guess the HD mod is integrated to ReBorn mod isn't it? But isn't ReBorn mod only for english version of Sacred or what if I don't want to use ReBorn, do you plan to make the Widescreen mod available for vanilla game too? HD is an option of ReBorn mod. If You don't want to use ReBorn then you can't use HD. ReBorn have multiple languages, not only English. We already thinked about making some kind of patch with only bugfixes and HD (without rebalance), but there are some problems with it: It will requre a lot of time for work and will slow down ReBorn developing. So even if we start such work (we not shure about it) it not be done quickly. Some bugs can't be fixed without rebalancing, such as game freezing because of amount of Orla's charges. After releasing such patch we will must be add new fixes for patch and for ReBorn in the same time. It's doube work and mistakes can be done easily. 1 Link to comment
desm 329 Posted February 29, 2020 Share Posted February 29, 2020 (edited) 30 minutes ago, MetaL said: ReBorn have multiple languages Oh, if it supports multiple languages it's a great news, it may become the future "basegame". 30 minutes ago, MetaL said: We already thinked about making some kind of patch with only bugfixes and HD (without rebalance) It would be a "plus" but I know it's lot of work and very demanding, and the problems you mention are indeed problems.. But if ReBorn is multilanguage it's great. All my encouragements to you guys, you have not relinquished and you managed to do it. Congrats. Edited February 29, 2020 by desm 1 Link to comment
Arrotino 5 Posted March 3, 2020 Share Posted March 3, 2020 Sorry I'm trying the widescreen thing, but I don't understand how can I activate it. Can someone help me? Thanks Link to comment
Dax 481 Posted March 3, 2020 Share Posted March 3, 2020 45 minutes ago, Arrotino said: Sorry I'm trying the widescreen thing, but I don't understand how can I activate it. Can someone help me? Thanks Open Sacreds Settings.cfg with Notepad add following line WIDESCREEN : 1 Save 1 Link to comment
DarkWolfNine 46 Posted March 6, 2020 Share Posted March 6, 2020 Such amazing work you guys! I'm so impressed and I can't wait to try it out (likely this weekend). I have it all installed and ready to go! I agree with Flix about preferring the centered inventory even if the border on the left is missing. But regardless, this is amazing. Thank you for all of your hard work, 1 Link to comment
Dax 481 Posted March 17, 2020 Share Posted March 17, 2020 (edited) On 2/29/2020 at 7:44 AM, Starling said: I think I can add border, but need some time. So in next update I will move inventory to the center. A little late to the party but maybe I can save some trouble. The file you are looking for is GUI_MAIN_03 I turned the affected elements red. Edited October 29, 2020 by Dax 1 Link to comment
gogoblender 3,071 Posted March 17, 2020 Share Posted March 17, 2020 On 3/6/2020 at 1:26 PM, DarkWolfNine said: Such amazing work you guys! I'm so impressed and I can't wait to try it out (likely this weekend). I have it all installed and ready to go! I agree with Flix about preferring the centered inventory even if the border on the left is missing. But regardless, this is amazing. Thank you for all of your hard work, I know eh ! Its hard to believe what these guys are still able to pull out of this game... Sacred lives!! gogo Link to comment
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