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DarkMatters Celebrates
19 Years of Wyntertyde in Ancaria

From the Sacred 2 Christmas Island Soundtrack
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Showing content with the highest reputation since 11/02/2023 in all areas

  1. Check on page 6 of the change log linked in the first post: The following sets were created by Ascaron but were omitted from any drop lists despite being completed. They will now drop. o Arbereth's Garments of Mutation (Inquisitor) o Dimiona's Garments of Mutation (Temple Guardian) o Glimborin's Garments of Mutation (High Elf) o Megalcarwen's Garments of Mutation (Seraphim) o Mormorin's Garments of Mutation (Dryad) o Tallin's Garments of Mutation (Shadow Warrior) o Centurio's Insignia (Shadow Warrior) o Bergonix' Judge (All-Class miniset) o Bratgrimace's Legacy (All-Class miniset) The following Legendary items (including those from from Kira's Protection, Black Death, & Equilibrium) were likely intended to be part of various all-class mini-sets (à la Bergonix and Bratgrimace). However, since no set bonuses were scripted by Ascaron, I did not presume to invent any and instead the items will drop as individual Legendaries: o Arnum's Signet (Ring) o Charo's Brilliance (Ring) o Charo's Sparkle (Ring) o Gruma's Breath of Perdition (Staff) o Gruma's Talisman (Amulet) o Insignia of Thunder (Amulet) o Kira's Iridescent Shard (Amulet) o Kira's Guardian (Ring) o Khral's Ring (Ring) o Nitao's Amulet of Agony (Amulet) o Nitao's Ring of Suffering (Ring) o Shadow of Urtak (Ring) o Star of Illumination (Ring) o Star of Silithar (Amulet) The Dragon Mage's mutation set will also drop. I allowed myself that one. No other item sets from CM Patch will be found in PFP. Happy playing!
    3 points
  2. I can say with confidence that it doesn't act this way in vanilla. Enemy factions return to normal after the duration expires.
    2 points
  3. 2 points
  4. Replace balance.txt with PFP's file. Open blueprint.txt, find the three blacksmith arts. They all start with forge_material_ The blueprint ID's are 1676, 1677, 1678. Delete the "bonusgroup2" line from each entry. Funny, I'm staying on 1.1.98 for the foreseeable future.
    2 points
  5. Questions are a request for new information. New information is enlightenment. Enlightenment is the path to wisdom and is ever beneficial to obtain. The purpose of Purist Fix-Pack stands to return Sacred 2 (as closely as possible) to what the original developers must have intended, sans any new armor, weapons, and suchlike. Therefore, the armor sets such as Children of Asha, having been added by the community, are not included. However, the "Mutation" Armor Sets, not having been set up satisfactorily, were not appearing. Now they will drop (albeit rarely) as they were intended by the developers.
    2 points
  6. Hello. I have some code-related issues to report as the testing continues. Using the latest batch of D2F system files. UI_TT_SE_CM_BEKEHRUNG_PROPERTIES_3 "et_prone_all" is still showing in the CA tooltip as a flat value. For example 'Opponent's Armor 225' instead of 'Opponent's Armor - 22.5%'. When using the spellclass "cSpellGsKriegsrausch", the factions don't reset after duration expires. All affected enemies continue to be hostile to one another. I really like the new behavior & FX otherwise. I cannot get "BONUS_CHANNEL_CONV_TO_BEST" to appear on any item blueprints. I have the string in place in global.res but the tooltip is absent and none of the weapon damage is being converted. Sure it's functional? I can still enter singleplayer mode with a multiplayer character. I get the warning but then it allows me in anyhow. My shapeshifted Druid in Werewolf/Werebear form is only attacking using ATTACKB_BH animations now. The ATTACKA_BH animations are still in place and scripted, but they're being ignored. Other creatures using the same animation entries are attacking as expected. Can this be attributed to code changes and reversed if so? The Temple Guardian has a strange issue where his IDLEB_BH "deactivating sound" plays constantly, even when he has a 1h weapon equipped and is not performing that particular idle animation (the one where he falls down temporarily and then revives). I am hearing that sequence of sounds when he's just casually looking around behind him. My Assassin (TG) is unable to de-cloak from using "cSpellSkGeistform" (Cloak of Shadows). Normally using ranged/magic attacks have a chance to de-cloak, and using melee attacks has a 100% chance to de-cloak. Well, with my Assassin, nothing deactivates the buff, except the duration expiring. Here is the spell definition for Cloak of Shadows: And here is the spell entry for "cSpellGsKriegsrausch" (it is the Necromancer curse "Confuse"):
    2 points
  7. The newest release of Prometheus, my mod for Van Helsing Final Cut, is now available! A slew of bugfixes comes alongside new and restored endgame content for Adventure mode. New maps, bosses, and improved Set and Godlike items!
    2 points
  8. Feeling like 16 again and learning for school. I got an old paramedic license from my army time. But laws changed and I felt I had to change the license to new standards. In Germany we have Rettungssanitäter (rescue paramedics) and Notfallsanitäter (emergency paramedics). A rescue one is allowed to do all to bring a person into savety if no docs are near. But once the person is away from environment danger he is not really allowed to do invasive treatment like infusions or tracheotomy. An emergency paramedic would be allowed till a doc arrives. Allowed means save from legal stuff. Most will do whatever they think is needed anyway, but there can be cases that you have to proof at court that you couldn't wait. The law is fine for cities, but being countryside there is often a long time till better trained persons arrive. So to be save when doing help I decided to upgrade mine. rescue license is like 500 hours investment emegency is a 3 year job learning I learned at army and volunteer firefighters for decades and my training time and experience was close to emergency one. I just had to do 200 more hours of special training to fully upgrade. Good thing: I was put free and paid by my company for the license. They save money for insurance if having a paramedic in house.
    2 points
  9. If you mean weapon Mastery, then it doesn't give a classic chance for double hit but a chance to use a different animation that hits one additional time. When it proccs with Battle Extension (or on Mobiculum), you can get 3 hits in a single attack. Well, I did it and he's far from a glass cannon. Spell Resistance is very good, but can be compensated for with gear.
    2 points
  10. Your craftsmanship is quite professional, indeed! Perhaps if it had been displayed, all lit up inside a dark black box the judges would have received the full effect. You are indeed a man of many talents, Ben!
    2 points
  11. 2 points
  12. First lines If it would be me living mid in a forest: a badger dug through the patchwork into the cellar, a racoon or marten climbed the roof and found a way in, a boyfriend of a daughter isn't trained to leave silently, ... The rest: in German I would name it a Poltergeist.
    2 points
  13. baby duck -> Sekttorte A cake with Sekt (german for certain sparkling wines) in the batter. We do it mainly to welcome the new year with friends. 23.55 and time to lift up from chairs to ready for exchanging handshakes, hugs and kisses with family and friends.
    2 points
  14. The mod Sacred Reborn gets the job done. You can summon two wolfs. A human and a vampire version. They will handle the game for you. If they get killed, reanimate them. It is a quite boring technique, though. Good for leveling up quickly, but not really fun. Alternatively you can go for set weapons. Pole arms and bow are the most savage, followed by axe and finally sword, which has the lowest firepower. After all I´d say it is all about your build, the gear you can access and the balance between many factors to make your hero effective. Speaking of tinkering the game: The code of the game is encrypted, there is not much you can do personally, as long as you are not a coder yourself. The makers were a bit stingy back in the day, hoping to push Diablo2 from the throne. Guess thats why they locked things away.
    2 points
  15. Actual calaveras are made with a mold, into which you'd put either sugar or sometimes just plastic for the decorative ones. In my case I took a basic (yes that's actually kind of basic for a sugar skull) design and drew it onto the pumpkin before carving it. I came in 2nd place in the contest. No one else carved theirs, the rest were all painted or decorated some other way. I think the cold fluorescent office lights did me in. The difference between lights on and off is stark but they needed the lights on to see everyone else's designs.
    2 points
  16. As a kid we moved a lot and rented appartments, They had most often a cleaning service. But when we paid my relatives for the house of grandpa all of a sudden we had to do repairs, snow blowing, road maintainance... all ourself. And it isn't just the house - add 4 barns, horse stall, 3 kilometres private roads, ... But I can use a shovel In winter I have a shovel in my car and I had to use it a dozens times when wind blew snow to form road blocks.
    1 point
  17. all done. ty much better now btw who is that with id 1929 in creatures.txt ? I stopped following their discord few months ago and didnt read patchnotes before upgrading from 1.1.9.8 so I believed it will be fine coz its grim dawn after all. I regret it now but oh well
    1 point
  18. fireplace -> smell Our oven is integrated into the staircases. The hot air wents through a labyrinth. Small doors allow to dry fruits or quince bread. So we have a smell of fruits in wintertime. There is a company building them for stone houses, see below. Ours is special, 250 years old old wood patchwork house under cultural heritage. The chimney is central in the builing and the entrance hall was used as stall and hay store in old times. I made the calculations, fire savety and pencil drawings, but it took half a year before it was finally allowed.
    1 point
  19. ghost pepper -> Quittensenf (quince mustard) We have mustard plants, we have grandma's mill made from two stone rings so we can make our own special mustards. Normally we use one rainy afternoon in mid autumn. It is for our recipes and as birthday gift. Chilli just activates pain nerves, mustard activates the nerves for aroma. Guess what, I prefer a good mustard over chilli.
    1 point
  20. thx all for replies. and ofc thx Flix for such input and devotion to this game
    1 point
  21. 1 point
  22. 1 point
  23. I think 'Father Christmas' by The Kinks is a song which combines trick or treating from Halloween with X-Mas. Pour kids want money or work for their parents from a shopping mall santa and beat him up. The punk band from my brother played it alot. Yes I am old, I know it.
    1 point
  24. Arthur C Clarke -> E.E. "Doc" Smith While Clarke was the Science in Science Fiction, Doc was the one who invented the space opera. Actually the first scify I read was the Lensman series from him. Dad had booklets costing 0,70 german marks.
    1 point
  25. SR definitely is underrated. The Mastery is one of the most impactful in the game. The problem with the base skill is it only reduces damage from regular spell hits. -DME reduces damage from DoTs, which IMO is much more impactful, not to mention also duration of all debuffs and as you mentioned, roots. As for the crit reduction, I'm not entirely sure that part works. I have Mastered SR on my level 200 Seraphim at a very high level (245), and the Dragons in the caves are still critting me like no tomorrow with their Fireballs. It's more of a gut feeling, but it definitely does not feel like the enemies have 80% reduced spell crit chance. And at the end of the day, Sacred 2 is one of the few ARPGs where crits are not that important, because they only ever result in +20% damage. Whenever I pick SR, it's exclusively for the Mastery and in that case, it's amongst the first 5 skills I Master on that character. The Mastery in this case works as if you had an additional item with that amount of -DME. So adding more to it is mostly a waste. Shield Mastery is the only bonus in the game that's additive. And with block/reflect, it's not really necessary to go for ludicrous amounts like 80 or 90%. Anything between 50-60% is already quite good, which many buffs will provide just on their own. If your character can't afford to take a couple hits, you are severely lacking in the HP/damage reduction department. Even something as simple as equipping 3 Fire Relics while in the Dragon Caves for example does wonders and cuts the received damage by thousands from every single Fireball. The 80%+ from SR Mastery alone is nice of course, but I find 40,50-60% enough for general operation on most characters. That already reduces all DoTs from 4 to 2 damage ticks and makes them a lot more manageable. There is also an often forgotten method to compensate - the green potions. When I get hit by a particularly nasty DoT like from a boss or unexpectedly swarmed by spiders, I spam several of them at once and get rid of any DoTs instantly. Ever since I bound these potions to my F key, I've actually been occasionally using them. And regarding buffs, they are fine I feel. I can squeeze over 42% -DME even from something like Grand Invigoration. And most importantly, it doesn't have to be only -DME on gear. -DoT can honestly suffice. And some items can have a very decent amount of it. To be honest, the best is a combination of the 2 because of the diminishing returns if you only stack one. If I have a skill slot left open, SR is of course my go to. But that rarely happens these days and the moment you play a non-single aspect character, you will most likely not have the space for it.
    1 point
  26. Double hit on gear is a different thing. That actually is simply a chance to double any hits that occur. So if you theoretically had 100% chance on Weapon Mastery, Battle Extension, 100% chance of Double Hit and were mounted on the Mobiculum, your every attack would hit 3x2, so 6 times. Also keep in mind, that the special animation can trigger even without weapon lore, the skill just massively increases chance. Even before you master it, the bonus chance just becomes visible and receives a big bump once you Master it. This was the vanilla behavior and it was recently found (before PFP 1.4), that most mods broke this behavior and the weapon masteries were considered to be bugged for the longest time because of that. It's fixed in PFP 1.4, but not sure if the other restored this behavior. One last thing - the special animation can only trigger on normal attacks. If you only spam weapon CAs, it does nothing. But the standard Double Hit on gear (and CA mods that give a chance to double hit) CAN double any hits that occur when using a weapon CA. As for Spell Resistance, the actual Spell Resistance stat bonus is not the main thing. It is the Mastery bonus, which provides an equivalent of a very high detrimental effect reduction. That can be found on items in decent amounts, but having the skill frees up 2-3 slots that'd be best suited for detrimental effect reduction otherwise. The Spell Resistance increase from the unmastered skill is nice to have, but far from being highly impactful. Doesn't matter if you have 2000 or 10000, it will still always be a 30% reduction in Spell Damage at most. On gear, I'd take Chance to Reflect/Block spells every time over whatever amount of Spell Resistance increase.
    1 point
  27. screen saver -> energy wasting Hibernate mode saves so much in times of SSD's The only reason for a screen saver is the 'chef is coming key'. Press it to hide what ever you did instead of work.
    1 point
  28. Muffin Man (Shrek Lore) => Shrek's Yule Log (Yule Love it!)
    1 point
  29. Ghostbusters => Marshmallow Man
    1 point
  30. Kraft => Pillsbury Christmas commercials have always been some of the best... growing up to all grown up, Rommel.
    1 point
  31. Advertisement -> Kraft all that nostalgia.. made me remember Kraft Christmas commercials I dont know if this was the commercial i saw but sure looks yummy and warm-fashionned gogo
    1 point
  32. 1 point
  33. I was thinking the same thing..if the rules had stated that the pumpkins had to be by traditional techniques...the moment the lights went out Ben's pumpkin would literally have been the only one left standing powered by Candlelight! gogo
    1 point
  34. I'd love a console to play steam library games. I would want to play on the TV screen though like other consoles. I suppose I might adjust to the smaller screen but would still prefer the TV.
    1 point
  35. Hello. It seems I found one bug with Epic Office Quest. I had a character ready to turn in. But I played without CM 1.60. When I installed CM 1.60, I had found devs NPCs appear on the map. And they cannot be interacted with. The only way to remove this is to uninstall mod and talk to them again. This, of course, makes some issues. Also, almost no NPCs in the office. They are not teleported into it. Is there any way to teleport all dev NPCs to the offcie when you complete it? Blue circles stay on the map. It's ok, I will not return to Silver difficulty. But still a bug. Also, do I need to post a screenshot showing quest is ready to be turned in?
    1 point
  36. Allooooo... 4lex4! Thank you for your thoughtful offer of supplied environment, tech assistance and generous dollop of gaming spirit Hoping my welcome boost to your post can put your offer in another game<s headlights Welcome to the forums! gogo
    1 point
  37. Guys, who want to play campaign coop from scratch (level 1) in Sacred 2, contact me. Mods: sacred 2 enhanced edition (super spawn + challenge (optional)). I can create a dedicated server on a local machine and provide assistance and a link to all the mods (all in one). Languages: En/Ru Steam: Alex4
    1 point
  38. While preparing compost, noticed that some self-spread tomato near rivelet were affected by red Teufelszwirn (devil's yarn?). A totally parasitic plant, no chlorophyl as mistletoes have. Vampiric plants, this would have fit for halloween if noticed some days earlier. Or make a horror movie.
    1 point
  39. Well, with the Inquisitor, you want to be taking manageable amounts of damage if you want to squeeze full value out of Purifying Chastisement. But the simple fact of the matter is that Inquisitor is meant to be an offensive class. I played a dual wield melee Inquisitor with Damage Lore without Life Leech %, focusing on Poison and Fire damage and it's doing very fine. I can hit most things just once and they die passively. He is the only character that can go above the attack speed cap, has probably the best debuffs. He has tools, but yes, it's not the character for you if you want to be stacking mitigation. Mitigation stacking additively without diminishing returns is definitely questionable, but then you have stuff like Divine Protection, which can just make you invulnerable no matter what and can eventually be chain cast, or Viperish disease which deals ludicrous amounts of % max HP damage and you realize balance was not exactly the game's strong suit As for the "free" double hit with TG, it only works for 2 of the 4 basic attack animations. So it translates to 50% chance of double hit. If you are in the Mobiculum however, then every hit will be a double hit.
    1 point
  40. Inquisitor has Purifying Chastisement. Innure is the single most powerful damage mitigation mod in the game. You can get 23+% of all channel mitigation just from that and you can also get Toughness. Also has Reverse Polarity, which can be modded for all channel reflection. Dislodged Spirit completely neuters even the toughest bosses. Paralyzing Dread negates any enemy relying on fast, hard hitting normal attacks. He has the means and can be plenty survivable, nigh unkillable pretty easily if you want to. So him not having both chest and shoulders with mitigation is pretty understandable.
    1 point
  41. rave -> Schranz Creator was from my university town while I was student there. So I got my share of it.
    1 point
  42. Alright, if double posting ain't allowed let me know and I'll move this to an edit of the previous post, just easier to keep it separate: No Dryad shoulders or Inquisitor Armor can have Mastery DM. CLF_SHOULDER seems unused, and CLF_SHOULDER_FULL doesn't appear for the Dryad. High Elf doesn't get Mastery DM on armor either. Mastery DM is on these items: Seraphim: Generic/Iron/Ancient (Shoulders and Armor), Angel Dust (Armor only) Shadow Warrior: Iron/Enforcer/Redstorm (Shoulders and Armor), Colossus (Armor only) Temple Guardian: Iron Will (Shoulders and Armor), Punisher (Armor only), Default (Shoulders only, not sure which set, unused?) Dragon Mage: Iron (Shoulders and Armor), Dragon Magic (Shoulders only, weird, could've sworn I saw an armor, clearly mistaken!) Important EDIT: It seems DM can only occur on 1 type of Iron Armor and Shoulders. Only 1 color. Maybe this is a mistake, and DM shouldn't have gotten Mastery DM except on Dragon Magic Shoulder. Inquisitor: Generic/Iron/Blood Poison/Special (Shoulders only) Dryad: Crystal (Armor only) So much thanks to Flix for that crucial info, also nice all the previous work for the names has already been done, as I only knew ID's for some Seraphim and TG Items (11275/11276 for Iron WIll Armor, etc). My gameplay pretty much confirms this, as SW was the easiest to find DM for (it has the most sets, so best chance of appearing) while TG was considerably harder. Drowning in DM Shoulders for Inquisitor, but no armor. Dryad was annoying to find the armor, double DM on it is a pain. I've never seen an Iron set Dragon Mage DM Shoulder, but clearly they exist, and I was obviously mistaken on my idea that Dragon Magic Armor could have DM. Unfortunately it seems the Inquisitor loses a ton of DM from only getting the rare DM from Q11+ Armor. And no buff that gives armor. DM seems especially OP, it's a Mage with spells far more powerful than Dryad and Inquisitor, has Int/Will boost plus gets double DM and Toughness.
    1 point
  43. Thank you so much, I'll go check to see where what appears on which items
    1 point
  44. Boots -> Safety I have always found safety boots the best for me, (that goes up the ankle, WHICH IS ALMOST THE MOST IMPORTANT FOR ME) the best in the kitchen for me, and even for hiking. as long as they are not heavy, they have non-slip soles, that prevents slipping on wet and oily surfaces, they have steel reinforced toes for preventing heavy objects dropping and crushing your toes, the last two brands are made from materials that are heat and acid resistant, to a degree, that I have never had problems with in any kitchen. one drawback that I have had, is the soles crack when you are standing in water "now and then"
    1 point
  45. 1 point
  46. Thanks for confirming. I compared the spell definition from vanilla and PFP 1.4 and it's the same. No idea why it's behaving like this for me, but it makes the CA nigh on useless. I am using the vanilla s2render.dll and PhysX, but I doubt that could be the cause here? Hasn't caused any mechanical issues with any CAs before for me.
    1 point
  47. It should not do that in PFP 1.4. It should be a constant "stream" of small damage ticks. While I did fiddle around with Eternal Fire a lot in CM Patch and EE ( as well as PFP up through 1.3), I just checked the 1.4 scripts and I did not touch the spell at all in the current release. There were complaints about erratic behavior.
    1 point
  48. My apologies for being late for Halloween with this. It's something that I wrote several years ago. I am never alone anymore. There are no visitors here in my home, but yet I feel some unwelcome presence. The bumps, footsteps, and shuffling sounds are always in another room or from somewhere above me. Why am I am being watched; for what sinister purpose? I do not know. I heard voices yet again today. They can’t be talking about me, I said to myself. Yet, I know that I caught my name being muttered softly in my ear moments ago. I bravely peeked through the narrow passage to the attic today, the sultry, musty air rudely shoved by me as I opened the portal. It seemed apparent that there was nothing amiss there. But, I sensed a presence peering back at me from deep within the dark foreboding shadow in the corner. Alas, it has become bitterly cold since those fearsome moments; but a mere hour has passed since Fall began to surrender to cold and uncompassionate Winter. I rest in my bed devoid of companionship, warmed only by my thick quilt; I am so very weary. Yet I struggle, from fear of sleep’s inevitable embrace. The room grows ever darker and bitter loneliness overtakes me. I hear the voices yet again; they're calling my name.
    1 point
  49. Sekttorten _> Semolina cake Yum right? gogo
    1 point
  50. The updated version in December 2021, problem report: 1、The monster's skills make the player stunned for too long, and it is very easy to be sieged and die, but the player can do nothing. 2、The amount of HP medicine recovery is too small, which makes melee characters vulnerable. 3、There is a problem that yellow drugs cannot be superimposed. 4、The new elite monsters are too powerful, and two attacks can kill the player. A lot of them were refreshed at the "High Elf Outpost". This is only the bronze difficulty, the silver difficulty is even more exaggerated. Finally, I would like to thank the author for making the once weak "Temple Guard" stronger and more interesting in the new version. You are my hero, and I will recommend your work to ARPG fans around me. marvelous !
    1 point

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