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My take on the Vampiress

Hello MetaL

I greatly enjoyed your modification! Very appreciated! I´d like to
contribute, but unfortunately I´m not a coder. Maybe this way works
out too:
Beeing a Vamp-Player since a long time, I´d like to toss some ideas.
Choices were made in a reasonable way, to avoid overpowering. The items
from Wolfe´s Lair are my reference.


Suggestions:
------------
Fixed daylight-damage:
I suggest a nasty sunburn-damage during the day, let´s say 5000 points
if you´ve picked Niobium. It feels so odd to roam the world in Vamp-Form
during broad daylight.
The gameplay would become far more challenging for the Vampiress, if she´s
forced to stay in human form during the day.




Spallcasting:
-------------
Time Control:
TC became very limited with the new changes of S:RB. I suggest an
initial range of 5 meters and a bonus of 0,3 meters, coming in with each
rune

Master Bite:
Limited to 25 seconds duration, like Conversion

Mind Control:
Limited to 25 seconds, remove paralysis, add poison-like slowdown instead.

Blood Bite:
Damage is really low. For those who try to fill up the health-bar by
by sucking blood after catching some Poisoned Tendrils, this spell
is of no use anymore. Initial damage 2000 + 200 points each spell level.
Sound good?

Blood Kiss:
Is it possible to lower the enemy´s defense-rate a bit, as described
in the manual? I´d really be grateful since the Vampiress can´t buff their
attack-bonus. Spell duration limited to 25 seconds. Blood Kiss available
for horse combat too, yes? :)

Awaken Dead:
Spell limited to 120 seconds

Bats:
Can we set the max amount of bats back to 4? Sacred becomes a bit unstable
with so many bats summoned.



Vampire Amulets:
----------------
Berenike´s Soul:
+12 Potion Find

Glimmering Amulett of Luck:
- Magic Find
- Increased Light
- Endurance-Bonus
+5 Critical Hit
+30% Attack/Defense
+8 Take Gold, save Health

Quetzals Expulsion:
- Attack Bonus vs Undead
- Spell Resistance
- Banish Undead
+10% Str to Attack
+13% Str Poison
+54 Farsight


Vampire Rings:
--------------
Chrysopras of Bloodlust:
- Bats:Confusion
- Weapon Lore Bonus (one of the two boni)
+ Bloodlust-Bonus
+ 10 Critical

Chrysopras of Blood Warriors:
- Bloodswarm
- Weapon Lore
+ Blood Bite
+ 47% Regeneration Special Move

Chrysopras of Blood Moons: (level 01)
-Mind Control
-Wolf Call
-Weapon Lore
-Enables attacking of Animals
+60% Wounds increase Damage dealt
+30 Vampirism
+35 Speed
+5 to all Combat Arts

Chrysopras of Dark Leaders:
- Attack Speed
- Bats:Guard
+ 47% Regeneration Special Move
+ 30% Wounds increase Damage dealt

Golden Chrysopras Ring:
- Blood Swarm
- Disarm-Bonus
+ 13% Str Poison Damage
+ 40% Poison
+ 20% to Attack/Defense

Gold Ring:
- Reduce Gold, save Health
- Gain Gold
+ 100 to Attack
+ 30% Cha to Attack
+ 9% Life Leech

Ring of Luck (Vampiress):
- Critical Hit
- Magic Find
+ 45% Reduce Gold, save Health
+ 45 Speed

Vlads Bronze signed Ring:
- Turn into Knight
- Weapon Lore
+ 3% Dark Damage
+ 5% Lifeleech
+ 15 Speed



Vampire Shields:
----------------
Delania´s Vampire Shield of Life:
- Gain Gold
+ 63% Str Physical Resistance
+ 9% Life Leech

Toothed Shield of Bloodlust:
- Trap flying Opponents
- Attack Speed
- Armor Bonus
+ 23 Critical
+ 140% Regeneration Special Move
+ 150 Blood Bite
+ 200 to Attack

Vilads Serrated Blood Shield:
- Turn into Vampire
- Vampirism Bonus
- Endurance Bonus
- Magic Find
+ 93% Str Magic Damage
+ 100% Regeneration Special Move
+ 60 Bloodlust
+ 90 Farsight



Other:
------
Lady Magorys Gauntlets:
- Open Wounds
+ 9 Critical Hit

Horned Helm of Darkness:
- Night Bonus
- Constitution Bonus
+ 103% Str Poison Resistance
+ 175% Regeneration Special Move



Vampire Swords:
---------------
I suggest to increase damage by 100-200 points, otherwise
Vampire Swords (and all other class specific Weapons) are not
worth the effort due to missing sockets.

Blackmoonblade of Pain:
- Attack Speed
- Speed Bonus
- Dual Wielding (;
- Drain own Life Energy
+ 200% Wounds increase Damage dealt
+ 47 Critical
+ 150 Physical Regeneration
+ 47% Str Poison

Bloodlust Longsword:
- Vampirism
- Wolf Call
- Weapon Lore
+ 47 Critical
+ 75% Str to Attack
+ 60 Master Bite

Dragonis Sword of total Evisceration:
- Defense Bonus
- Open Wounds Bonus
- Split
+ 23% Take Gold, save Health
+ 175% Regeneration Special Move
+ 63% Str Poison Damage
+ 63% Str Physical Damage

Dragosanis Necromancer Steel:
- Sword Lore
- Vampirism
- Weapon Lore
+ Banish Undead 70%
+ vs Undead 200% Str Fire
+ 47 Critical

Hathol en Baserab:
- Turn into Vampire
- Extended Night
- Drain own Life Energy
+ 33% Gain Money
+ 60% Dex to Attack
+ 100 to Disarm
+ 140 Regeneration Special Move
+ Pure Magic Damage

Lance of Vampires:
- Turn into Vampire
- Open Wounds
+ Pure Poison Damage
+ 93% Str Poison
+ Increase all Damage Types 50%

Longsword of Necromancers:
- Attack Speed
- Turn into Vampire
- Vampirism
+ 50% Lifeleech
+ 47 Critical
+ 100% Regeneration Special Move
+ Pure Poison Damage

Magol en agar
- Lifeleech
- Drain own Life Energy
- Weapon Lore
+ 30% Str to Attack
+ 47% Dex Fire Damage
+ 47% Dex Physical Damage

Shiny Longsword of the Vampire:
- Mind Control
- Wolf Call
- Vampirism
- Night Bonus
+ 93% Str Magic Damage
+ 100 Agility
+ 35 Speed
+ 23 Critical

Slasher of Shadows:
- Attack Speed
- Blood Bite
- Vampirism
- Extended Night
+ 250% Str Magic vs Demons
+ 45% Reduce Gold, save Health
+ 175% Regeneration Special Move
+ Pure Magic Damage

Tomb Slayer of Hate:
- Vampirism
- Weapon Lore
- Open Wounds
+ 90% Wounds increase Damage dealt
+ 90 Hard Hit
+ 47 Critical
+ 35% Dex to Attack/Defense

Vampire Bite:
- Multi Hit
- Hard Hit
- Sword Lore
+ 63% Dex Poison Damage
+ 1000 to attack
+ 15% Critical

Vampire Longsword:
- Vampirism
- Mind Control
- Wolf Call
- Night Bonus
+ 165% End Physical Damage
+ 80 Agility
+ 80 Parry
+ 80% Regeneration Special Move

Vampire Longsword of the Blood:
- Attack Speed
- Multi-Hit
- Bats:Bloodswarm
- Lowered Resistance
+ 40 to Ripping Claws
+ 60% Open Wounds
+ 47 Critical
+ Pure Fire Damage
+ 63% Str Fire Damage

Vampire Sword of Moonlight:
- Speed
- Mind Control
- Time Control
- Night Bonus
+ 25% Dark Damage
+ 140% Regeneration Special Move

Vlads Catcher:
- Attack Speed
- Weapon Lore
- Master Bite
- Enemies die on sight
+ Shock Opponent 200
+ 80% Dex to Attack
+ 93% Str Magic Damage
+ 47 Critical


Vampire Sets/Full Set Bonus:
----------------------------
Esal Hylef:
- x% Turn into Vampire
+ Daywalk-Bonus/minimal Sunburn-Damage

Annouk:
- x% Banish Undead
+ Activated Night Bonus

Dalmar:
- XP-Bonus
- +X to all Combat Arts
+ Activated Night Bonus
+ Poison Immunity (Too many accidential Deaths otherwise)

Starion:
- Fire Resistance
- Fire +X%
+ 4000 Resistance vs fire & physical Damage
+ 25% Str Fire Damage

Thorwyn:
- Magic Find
+ 200 Far Sight

Recundis:
- 70% to Attack/Defense
+ 140% Str to Defense


That´s it for the beginning. More is on the way. (:

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My take on Horses & Bridles:

Light Horses deal only small charge damage, while heavy Horses waste their
Charge-Points very fast. Since enemies have at least 150.000 health and more, it
doesn´t matter if they take 32 points of Charge-Damage, or 650 points.
Suggestion:
- The same, tiny Charge-Damage for all Horses
- Plus 5-15 Seconds increased Charge-Duration for Horses that require the Riding Skill.
- Stun-Duration increases by +1 second for Warhorses. (If possible)
- Speed of 180 for all Warhorses.



Braggis Bridle of Opportunity:
------------------------------
+ 200 to Attack
+ additional 150 points to Fire-Resistance
+ 35% Dex defense vs Ranged
+ 93 Farsight
- Remove "Trap Flying Opponents"


Eothrans Bridle:
----------------
+ 200 to Attack
+ additional 100 points to all resistances
+ Deflect Root 66%
- Remove "Spell Resistance"


Callous Bridle:
---------------
+ 200 to Attack
+ 140% to Attack
+ additional 150 points to Magical-Resistance
+ 62 Farsight
- Remove "Shock Opponent"

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I´m listing up some minor flaws I stumbled across.
Version is: GOG´s Sacred Gold, latest patch, SRB 2.4


Error report:
- Ring of Luck: (all classes, niob) Level- Attribute- and Attack-Bonus loss
- Dragon Ring: Bonus-XPs granted for all monsters not only for Dragons
- Horses die sooner or later, when a each-hit-lowers-own-health-build, like Dalmar,
is used. Drinking health potions has no effect.
- Some Set-Boni don´t seem to work correctly. Thorwyn: Drain Lifeforce, Recundis:
Critical Bonus.
- Spell Resistance doesn´t work against creature spells.

Misc:
- Spider Arrow could use some balancing. It´s extremely powerful.
- Creatures die on Sight is limited to level 100, maybe Creatures die on Sight 1% chance,
followed by a slow progression, like it is known from the Disarm-Skill, is more useful.


I´m checking the Vampiress´ spells currently, there seems to be damage-miscalculation, if a
certain level (115+) is reached.

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Hi,
Thanks for the insight. I know it´s hard to get the job done without proper tools. But I´m convinced that you´ll make it!
Guys, thanks for the hard work, I´m your fan!

Keep it up!

Edited by Dax
  • Appreciation 1
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1 hour ago, MetaL said:

Greetings. I appreciate your feedback and ideas :smile:

  1. Daylight damage. It depends from level of “Turn into Vampire”. At high levels it can be up to 10k damage, so player choose between long duration or low sunlight damage.
  2. About control abilities (included Mind Control and Master Bite). We have some plans for  control abilities, we want make them work vs all enemies, but with a short duration and hight cooldown, so it couldn’t be spamable.
  3. About your idea of Mind Control. I like it, but it would be hard to make, a lot of new code writing will be required.
  4. About Blood Bite. Almost all Combat Arts have damage limit 65535 (2 bytes), damage over it not taken into account. So even if there be 600k damage only 65k would be work. We trying fix this bug but meet a lot difficulties with it.
    Anyway, Blood Bite is powerful control Combat Art, it paralyses any enemies for it’s duration (video for example), so with high damage it can be overpowered.
  5. About Blood Kiss. Everything is possible in theory, but in practice it will be hard to do. In fact there is just wrong description.
  6. About Awaken Dead. Resurrected enemies deal low damage, so this Combat Art actually useless. The biggest problem with all summons is that there is no difficulty multipliers for summons, they use same multipliers that enemies does, so it’s hard to tune it.
  7. Max amount of bats is 4 as in original Sacred. You get 4 bats at 22 level of Combat Art.
  8. About items. Currently we trying to fix “Chance to inflict Open Wound” bonus, because it just not work and it make limits with item rebalancing. After fixing we will start rework items.
  9. About horses. We have some plans about it, but currently we don’t start working with it. As for all changes, at first we need to find code section responsible for this, then understand it, then thinking what we can do with it. We don’t know how much time required for it, it may be 1 hour or may be 20 hours.

A few words about Sacred modding. There is a lot of underwater rocks, like no multiplier for summons or 2 bytes damage bug. Items also have some underwater rocks. Modding Sacred is like dancing on the nails… without legs... :lol:

Forgot to add link for video in №4. Update it.

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Hi!
Yes, Blood Bite is devastating indeed. I used several Ozzy´s to boost it over 100
points, which lead quite often to one-hit-kills during the night with fully
charged claws. Ah, good memories. It must have been an early version of Reborn.
1.12 maybe?

By the way. Do you plan to team up with other mods? Until today I only was aware of
Thoriums mod, but there seem to be others. From Russia especially. "Ravenrock" and
"Faithful". Both look great!

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Thanks for the insight MetaL.
It´s good that order has been restored. Toxics can ruin entire communities and turn everything into a s**thouse within weeks.
I got the intention, that such behavior becomes more and more common these days. Sad. And stupid.

Speaking of Lifeleech, yes. I got it on the radar. (:
A good day to you!


EDIT:
Am I wrong if I say that Sacred Reborn is done to possibly maybe 20% ?

Edited by Dax
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9 hours ago, Dax said:

Thanks for the insight MetaL.
It´s good that order has been restored. Toxics can ruin entire communities and turn everything into a s**thouse within weeks.
I got the intention, that such behavior becomes more and more common these days. Sad. And stupid.

Speaking of Lifeleech, yes. I got it on the radar. (:
A good day to you!


EDIT:
Am I wrong if I say that Sacred Reborn is done to possibly maybe 20% ?

We have no detailed plan for ReBorn. We just change all that we want to change and can change, question is about free time for it. For example, in beggining we just wanted to make Orla-Aisling more wailable, but it became a big global balance mod.

Nowadays we want to fix Open Wound (we already fixed it, but we met some pitfalls so need remake it) and add some interesting things in few caves...

-NZRwOtlz1k.thumb.jpg.9409e8b04558bc34fbda45d84d104e54.jpg

After that we start rework useless unique items.
Also we have plans about sets, control Combat Arts, horses, skills and 2 bytes Abilities' bug.

In the distant future we want to make some new bosses based on hero models. For examle recreate OverLookers clan as hero-bosses. It looks pretty hard, need make Combat Art using, loot, fixed position, names, equipment... Its a big long-term goal.

hb1EbDE8PHs.thumb.jpg.f627025913b692013bcd1be09189642a.jpg

So I'm not shure that ReBorn will be somedays done for 100%. In theory we can add new features over and over again... I can say that current state of ReBorn is pretty god and we like it.

But it's just plans and ideas, we don't give any promices, because modifying Sacred requeres a lot of time and a lot pitfalls may be met, so we can fail. Also maybe sometimes new cool game appeared and we will deep dive into it (for example LifeLeech :wow:).

Edited by MetaL
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@ MetaL
Baer with me. As a bystander it´s easy to chime in. In my wildest dreams I see
new speechtables, learning speechtables even, enemies that use special attacks,
mage-specific summoning tables, new audio files and soundsets. Everything you
can imagine...
Colorful dreams. Where ever it goes, you guys did a splendig job with every release.
Each version was an experience, though I must confess, that I cursed you two times
for crushing my build. (:

But I got one question: Why don´t you ask the community for help? People seem to
be interested in your mod.
Everyone can rework items, make suggestions. And, to be honest, useless
uniques, there are many of them. It would lower the weight on your shoulders.
Overlookers would serve as some kind of qualitiy assurance. Like a floodgate.
It makes sense in my opinion.
Each player has a favorite character. He knows what is needed. Let´s give him
a job. What do you think?

Speaking of indy-games, yes, I really like them. I prefer to support small companies
and studios nowadays. While their ideas are fresher, big, fat studios repeat the
same old stuff (no swearwords!) over and over again, harvesting and stealing as much
money from the player as possible.
Accompanied by game magazines and the hardware-industry, a sweet, bright shining, glittering,
image is created infront of your eyes. A fraud, mostly.
If Lifeleech sees daylight, I´ll buy it.


@ CarlJohnson
Welcome aboard!

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11 hours ago, CarlJohnson said:

What's the deal of "2 bytes abilities bug"?

Almost all abilities have 65535 damage limit bug for each damage type (such number is 2 bytes). Damage over it just missed.

For example screenshot with Dwarf's Flamethrower. It have 115765 fire damage, but only 65535 fire damage works.

shot0126.jpg.530372d7eaafa2dce05e820c49741820.jpg

It's ability damage, not final damage dealt. It will be affected by global damage modificators: crit chance, survival bonus, wounds increase damage dealt, special damage types from sets (Like Amarri's Secret for Battle Mage), Vampire's night time damage boost, Daemon's Call of Death etc. 

Not all abilities can reach such limit, but some of them does: fireball, BeeEffGee, Poison Tendris, Seraphim's Lightning Strike.

Only Dark Elf's traps don't have such limit, but his traps have unique structure if talking about code.

_____________________________________________________________________________________________________________

6 hours ago, Dax said:

@ MetaL
But I got one question: Why don´t you ask the community for help? People seem to
be interested in your mod.

Long time we just waiting for new balance mod appearing, but then we thinking: "If we don’t make a mod ourselves, nobody will do it". We spent a lot of time for getting some knowlege about it. We have learned how to find right asm-code and change it, this is the biggest part and not shure that someone can help us with it. For example, RavenRock's owner looking for assembler programmer since 2014... Good luck for him :lol:

The biggest help from community is just playing our mod :smile:. We like to see new forum discussions about ReBorn mod, we glad to see new videos about ReBorn mod, even someone just upload a new ReBorn version on Darkmatters (because I didn't update it long time ago) it's also some support for us :heart:.

UPD: Also info about game crash can be useful for us. Screenshot as example:

188605_appcrash.jpg.e3e3d1bd0ba6d4651d5d322c7feb6fe7.jpg

We need "Details" field. It allow us to understand is it Sacred bug or ReBorn bug and and which part of code allows to crash. Description of circumstances of crash will be useful too.

Edited by MetaL
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Ah, ok. I see. The best reward for a modder are dowload counts and feedback.
That´s true indeed!

PS:
Somehow I got the intention, that you and the RavenRock-guy won´t become
friends anymore in this life. I guess leaving the party was his best option.

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Another puzzle piece! How interesting.

Strange, that a game company tries to prevent modding at all costs. Ok, it were other
times back then. Modders were rather regarded as Blackhats, that only come to destroy.
Damn you, stupid Ascaron!

I had the question with all the bugs in my sleeve, but you was a bit faster. Didn´t
they say, quite proudly, that they had a second studio, that takes care of the quality
assurance?
I don´t know what that studio did exactly, but they didn´t perform well. Maybe they
simply refused to open the box of pandora and had several cups of coffee instead.

However, I´m gladly looking toward a new version of Reborn and of course your project
is on the radar too. Thumbs up for both of you!

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4 hours ago, Dax said:

Didn´t they say, quite proudly, that they had a second studio, that takes care of the quality
assurance?
I don´t know what that studio did exactly, but they didn´t perform well.

I think it was called QuallityFour or something. It was based in Potsdam (near Berlin, Germany). They opened this up while developing Sacred 2, it was not existing in the times of Sacred 1.

Edited by Thorium
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4 hours ago, Dax said:

Another puzzle piece! How interesting.

Strange, that a game company tries to prevent modding at all costs. Ok, it were other
times back then. Modders were rather regarded as Blackhats, that only come to destroy.
Damn you, stupid Ascaron!
 

There was "value" from doing this ten years ago for companies. Revenue from a "secret recipe"... lol in fact thats what one of the devs posted on the Sacred International Forum back in the day... there was no way to get any info on builds ore mechanics unless you actually tested.

Fun stuff

:crazy:

gogo

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Well, then I would say that the studio was lucky, that the community didn´t
abandon them.
I remember how I stumbled clueless across the gameworld for the first twenty
hours or so. Learning was painful, I dropped several heros after they ate
every rune they could find, skilled them forward and backward, tried to make it
to a big city, hoping for top-gear traders, only to get disappointed...
It was very frustrating.
Sakredwiki and some guides I´ve found, helped me out of that hole and made
me stay finally. But to be honest: I was about to leave.
If someone would ask: "Shall I buy S1?", then I´d encourage him to do so,
but I´d encourage him aswell, to get himself a guide and to spend some hours
at sacredwiki, before he wastes his characters. Because that is what will
definitely happen, if you start gaming without at least a rough understanding
of Sacreds game mechanics.

By the way:
Who onws the rights of the franchise now?

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10 hours ago, Dax said:

Well, then I would say that the studio was lucky, that the community didn´t
abandon them.
I remember how I stumbled clueless across the gameworld for the first twenty
hours or so. Learning was painful, I dropped several heros after they ate
every rune they could find, skilled them forward and backward, tried to make it
to a big city, hoping for top-gear traders, only to get disappointed...
It was very frustrating.
Sakredwiki and some guides I´ve found, helped me out of that hole and made
me stay finally. But to be honest: I was about to leave.
If someone would ask: "Shall I buy S1?", then I´d encourage him to do so,
but I´d encourage him aswell, to get himself a guide and to spend some hours
at sacredwiki, before he wastes his characters. Because that is what will
definitely happen, if you start gaming without at least a rough understanding
of Sacreds game mechanics.

By the way:
Who onws the rights of the franchise now?

What is a chicken?

A chicken is an egg's way of reproducing itself

...got that natty line from the latest season of Fargo...in that ultra chilling cuckold scene featuring david Thewlis as the Darkest Villian..its a great step back assessing cause and effect.. 

As regards to Sacred...I'd always thought that it was the lack of published information and Ascaron's "secret recipes" that caused the bloom in online gaming forums and the Game Wiki's which went up...

Most of our time on the forums were spent experimenting and reporting results of builds and new Ca's... very fun days and we met so many friends because everyone had to support each other to stay alive on the Hard Core Servers. 

:dance:

 

gogo

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Some more suggestions for SacredReborn:

Monster adjustment
- Large monsters aren´t dangerous at all. Giants, ogres and giant spiders & cave fish deal only tiny damage compared to their size. More resistance
would increase their potential
- More speed for ghosts & lifeleechers (250+) + good resistance vs all damage types like glorbs/bronce glorbs, to put pressure on ranged characters
Is unresistable damage possible?
- Scorpions, snakes, harpies, wyvern and zombies and Ghouls deal lots of poison damage. More accuracy is needed & finally, the player has
to collect antidotes
- Additional, good and strong fire damage for flying lizards. (They are dragons after all)
- Powerful damage-resistance (like bronze-glorbs) for all gargoyles + increased physical damage
- A heavy damage resistance for Zombs would makes sense due to the Zombs slow movement rate.
- Extra-physical resistance and damage for bears so that they can go berserk. (:
- More speed for wolfes, plus skeleton-like attack rate. Increased physical resistance for armored wolfes

Suggestions:
- Underworld monsters are getting summoned by sakkara priests & mages instead of classic campaign monsters.
- Goblin-Wizards summon wolfes
- If possible one day: Skeleton-mages summon ghostly orcs and citizens
- If possible one day: Several creatures are getting summoned, like it´s known from the giant spider

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- Increased perception range for all monsters to put pressure on the player
Increased perception range exits already. Head to the Diablo village, wait until the giant spiders summon the
tiny spiders. There you go: The tiny spiders detect you from a large distance.



- Hostile protective spells have several-effects & protect all creatures in radius of x meters
Imagine several creatures in a certain radius getting protected by fireshield and stoneskin at once...



- Camera mod
Faithful has a modified camera, the zooms out a bit more at max distance. I know you aren´t friends,
but the concept is good. Malus: For ranged characters life gets even easier.
(EDIT: Faithful has no camera mod. My fault.)



- Potion mod
Antidotes increase poison resistance by +3000 for 30 seconds or so.
Blue Potions give +250% XP, the player can decide if he wants to level up quickly, or if he takes the long way
Black Potions grant 10 to 30% Str to attack / remove undead to death 100% chance



- Statue mod
Statues grant more extra damage, increase criticals, or cast a certain protective spell.
Duration: 180-300 seconds.



I also encountered some strange monster abilities at the Diablo village that might be worth a look:
- Zombie-Villagers can melee-attack from a large distance
- Zombie-Villagers can come back to life, like skeletons, if killed by a high level spell. It was an older
version of reborn. I used a spellcaster build and the bloodkiss-spell to kill them. It was quite
surprising, though.



 

Edited by Dax
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  • 2 weeks later...

Hello MetaL

I´d like specify the horse-killer bug a bit:
If I´m using a full (Vampire) Dalmar-set, along with wounds-increase-damage-dealt build and fight mounted, the horse definetely will die sooner or
later. It does not matter if it is day or night. The horse will die aswell if I´m using a weapon with no lifeleech at all.

The horse dies far less often if a weapon with massive lifeleech is used. I tried "Pike", "Magic Resistor" and "Lance of Vampires". Gave
it a twenty minutes run with all three weapons and the survival rate was way better.

So, I believe it´s a damage calculation bug, which reaches a critical level sooner or later.  Flagging horses as immortal should solve the riddle.

Edited by Dax
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