Llama8
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Posts posted by Llama8
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That's very odd Loco, I'll try again when I get home (obviously ). Maybe the outlook for tomorrow morning isn't looking quite so down...
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Some stuff is fubar. There are some whips and flails that we probably will never be able to fix and some of the quests act plain wierd when activated. This stuff is then stripped and sifted from the scripts never to cause problems again.
Would anyone notice? I'm surprised the flails don't work seeing as some of the undead use them.
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Thanks Gogo, though I doubt it'll be fixed by tomorrow morning (got the day off & was looking forward to playing a bit of Sacred 2)...
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And to answer the original question, the final patch for pre-UW was 1.8.x.6, where x is the number for your language version.
Also, Steam does Sacred Gold.
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Shouldn't the net work around stuff like this? Route traffic around a node/whatever that's not responding/working properly?
And if not, does it mean that we're not going to be able to connect to Closed until they pay up or
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Ok, here's the pic of the traceroute falling over:
As you can see it passes through Telehouse (#14) & LINX (#15) which are some of the major links into/out of the UK & then there are a few .de addresses (16-18), so it seems to be an issue with #19 core1.dts-online.net. I was getting the same from home, except for some slightly different addresses inbetween my router & #10/11, after that it's the same.
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I was trying to play Sacred 2 last night for the first time in a few weeks & it refused to connect to the Closed lobby (though it would connect to the Open lobby just fine, which is odd). After a while of checking my system (Sacred 2, router, etc) I tried a tracert & it keeps on falling over at hop 16 from core1.dts-online.net [212.62.68.250].
Anyone know what (if anything) can be done about it? Or am I doomed to languish in non-Sacred-ness until someone pulls their finger out & fixes their server/router?
If someone tells me how to copy & paste from the dos prompt I'll post the whole thing...
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####. Needless to say, that's not done anything...
Any ideas anyone?
Edit: I tried traceroute & it fell over after hop #15 (212.62.68.250)...
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####! I thought you'd say that...
And it's the first time in several weeks that I've wanted to play Sacred 2 (& my wife's away...).
Oh cruel world!
Might see if giving the router a kick might help.
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Ice slows rather than freezes. Personally I prefer magic as Weaken (temporarily) reduces their total HP by 10-15%.
As to what weapon-type, I usually use shurikens, since I've only ever been given one Kaldur's axe & I don't really go for two-handed weapons (preferring either a shield, DWing or TGs).
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Is anyone else having issues connecting to Closed? I can connect to Open & LAN, but when I try & connect to Closed it flicks up with the "connecting" message & that disappears & then nothing happens...
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r00, those hits (300) from the scorp, were they the normal hits & then you saw occasional crits on top? 'Cause if that's the case then CR is reducing the non-crit damage as well as the chance to crit (or the crit damage, or something).
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I think you'd probably need to alter the Dangerclass line on individual monsters since IIRC only dangerclass 10 monsters can drop Legendaries?
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So now other character gains innate bonuses for any other weapon choice?
Classes don't get innate bonuses to weapons per se, just whether they can use them or not & whether they can pick the relevant weapon lore.
I noticed the inquisitor can not use bows, for example, so he must be offset somehow?Nope & he can't use shields either (nor can the TG, but he only has one arm)...
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Podgie, if you're doing the main quest, you might as well do the class quest as well, since they should both be in fairly similar locations.
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Ok, that makes sense.
I don't know if it was planed this way.Probably, since it's easier to monkey about with the monsters' stats than the player's stats.
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Actually it is impossible to buy a horse at level 1 since you have to get to a horse trader first. That means several fights along the way and near the trader which will increase your level past 1 as the experience needed to get to level 2 is so low.
That's assuming you kill anything on the way & that you're not in some form of MP & can't get a lift from a friend...
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So Chattius, the modifier for each difficulties is applied to both player resistance (reducing it) & monster damage (increasing it)? That's harsh!
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If you could get a list of all of the different monster densities that would be great (then we'd have a list of what would need to be replaced for simple "double/triple/etc" mods).
As far as making the bosses harder, they should have a creature ID (can't remember which file off the top of my head) which you could poke around in & you can change their CAs in the Spells.txt file.
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Not sure Gogo. I've asked Pixel, Doberlec, TornadoX1 & czevak (I think) if they can keep us uptodate on the SIF with any news. I was thinking of going but my wife's up in Manchester today/tomorrow & the flights get a lot more expensive on Fridays/weekends...
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Like a "Dryad Lore" giving increased resistance/evade to soap & bonuses to hugging trees?
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Lastly, I would very much like to hear infos from everyone on what they do or think makes certain classes immortal. Can someone post an immortal TG? or DM? it would be great to hear from the players with a lot of high level experience as well, players who play a lot in plat+ too to hear what you think works etc.
I was wondering why you'd not put in a TG (or Inquisitor & DM).
I'm not sure off the top of my head what an "immortal" TG would look like, but I'm sure Jolting Touch would feature fairly heavily since it gives stackable melee reflection (or life leech, sadly not a %), 5% healing per pulse (or more RpH per pulse) & most importantly, Damage Mitigation (25% at level 1).
You'd probably have to take Concentration so you can use T-energy Shroud (modded for damage mitigation & CA reflection) & Untouchable Force (modded for stun, attack speed reduction & arrow block) & possibly permanent Combat Alert (obviously you'll get better bonuses if you keep it a CA, but you'll have more to manage, but you can just chuck it into a combo) modded for defence & melee reflect. Charged Grid is the TG's only healing CA (well, and Jolting Touch), but it's got a massive cooldown that isn't reduced by any of it's mods. Furious Emblazer can also be modded for stun.
That would make necessary skills - Concentration, DG Focus, SW Focus, WE Lore, Tactics (since it boosts the damage reduction/absorption of T-energy Shroud), LF Focus (Lore would only be necessary if you're using LF CAs for damage), then the "usual" Consitution, Armour Lore, Spell Resist & Combat Reflexes, possibly Toughness as well, though you'd need to swap something out since Conc -> CR is 10 skills.
What to do when part of the net's broken?
in Tech Talk
Posted
Nope, still can't connect to Closed...
Edit: Ok, I can connect to Closed, but it takes a really long time...