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Cthulhu

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  1. The only way to tone it down is to either out-level the monsters of whatever area you are in, go back to another difficulty or die and lose your survival bonus*. *I think in HC mode you can lose your survival bonus but still stay alive if you get killed in PVP; but that might be incorrect information.
  2. For what it is worth, the random stats problem is listed as a bug over at the German forum. Now whether or not that is OFFICIAL is beyond my knowledge. I can think of one person who visits this place that might know the truth to the matter, but well, that's up to them (and I can't guarantee that they have access to such details.) Here's the German forum's "bug list" - http://64.233.161.132/translate_c?hl=en&am...qM9SW7PmB0RiLKQ It's listed under general bugs in the above linked post. P.S. Coincidently, I am capable of reading some Deutsch, but I am by no means anywhere near proficient/bilingual. Thus I am willing to admit I will not be surprised if my (and Google's) interpretation of the above could somehow be incorrect.
  3. Or made more BIG dungeons... like that humongous one on the Dryad Island (which I finally checked out two days ago, man that was a treat). But... yeah, as you all know, I've gotten burned by this game in a rather bad way. I'm amazed that I've been able to put it past me and take the time to re-create my Inquisitor. But there's still so much that needs to be addressed. I think a lot of the problem with it however is how the Avarto "custom built" the Tin Cat software for Ascaron. If you take a look at the schematics/user documentation over at Avarto's website, you can kind of get an idea of how it's probably their fault for the vast lack of features and numerous places where bugs can sprout. I'm not trying to displace the game from Ascaron nor defend them; I'm just stating what I have seen. With all of that being said, I too hope that the few blabber-mouthed beta testers / German forum visiting Ascaron employees are right about "Ascaron listening and trying to make everyone happy with this patch." As I have said numerous times already... there are a lot of problems with version 2.34 that will make it unbearable for the sheltered console gamers; thus, the next patch had better be tremendous. Oh, and as far as ideas on how to combat the quest enemy bug; the only one I can offer is this - do as myself and forgo quests ATM. Too many of the quest rewards are bugged or blatantly incomplete ATM; thus I've lost pretty much all of my motivation to attempt doing them (even with bargaining mastered). I still do them in campaign games, but rarely do I even bother with those (blame it on the risk/reward factor with the last boss).
  4. Also, the amount of benefit you get from your Nvidia gfx card running the physics is dependant on what's slowing things down. If your gfx card is already having issues keeping up with everything, dumping a load of physics calcs on it isn't going to help matters, but if your cpu's the bottleneck, then shifting the physics calcs to the gfx card will help. " If your gfx card is already having issues" ........
  5. I don't think Aegia cards are even being made any more. I read that they were discontinued after nVidia bought Aegia. However, you could still buy one if you are a sucker really all that interested in owning one.
  6. I think you should take a look at this: http://www.tomshardware.com/news/nvidia-physx-ati,5764.html Edit: I went ahead and visited the website reffered to in the above article: http://www.ngohq.com/ The guy has run into some legal problems and other red tape, so it looks like that he's not exactly ready to share his utility with the world. Apparently he's also considering making it work with only one particular manufacturer's ATI cards since that manufacturer has been kind enough to share its schematics and other documentation with him. In other words - since he hasn't finished his utility and Sacred 2 isn't even up to the full Physix patch yet, don't worry about it for now. I still suggest you keep your eye on ngohq.com in the mean time.
  7. Gogo, If you're using an nVidia card that supports PhysX acceleration (which you SHOULD, the 8000 series supports it as long as you have the newest nVidia drivers), there is an option to turn it off in your nVidia control panel. It will be labeled "Set PhysiX configuration", and it will be underneath"3D Settings". But as Stephane said, you're not missing out on anything right now. And actually, it's probably better you leave it off. I've noticed that when you leave it on, you end up getting that problem where the map becomes invisible more often than when you leave it off.
  8. This... may only be the beginning. But it is a start. This is how it should work... let's use strength as the initial example: difficultyvaluerange0 = {0,23,525}, difficultyvaluerange1 = {1,25,578}, difficultyvaluerange2 = {2,28,635}, difficultyvaluerange3 = {3,31,700}, difficultyvaluerange4 = {4,34,770}, In the above, you see the attribute values for Bronze (0), Silver (1), Gold (2) and so on. To the right of each listing, in the curly brace brackets there are 3 values. The first value is the difficulty level (once again). The second value is the base, per-level value and the last is the maximum. This however, is very peculiar, because if you go by this, that means a level 1 Scorpion would have at least 25.3 strength at level 1? But then again, it makes sense. That's very much on-par with hero stats. Below are all of the monster stats that the Scorpion uses. I put //comments above each attribute/bonus/etc for your convenience. Edit: I should probably note that combat art levels and elemental offense/defense values probably are a little harder to calculate. //Monster Strength newBonus = { -- name = "crbonus_attr_str_npc", rating = 0, basedonskill = "SKILL_INVALID", type = "BONUS_STATS", spez = "STAT_STR", spez2 = "", usagebits = 65535, minconstraints = {1,0,0}, difficultyvaluerange0 = {0,23,525}, difficultyvaluerange1 = {1,25,578}, difficultyvaluerange2 = {2,28,635}, difficultyvaluerange3 = {3,31,700}, difficultyvaluerange4 = {4,34,770}, } mgr.createBonus(20, newBonus); //Monster Willpower newBonus = { -- name = "crbonus_attr_wil_npc", rating = 0, basedonskill = "SKILL_INVALID", type = "BONUS_STATS", spez = "STAT_WIL", spez2 = "", usagebits = 65535, minconstraints = {1,0,0}, difficultyvaluerange0 = {0,23,525}, difficultyvaluerange1 = {1,32,700}, difficultyvaluerange2 = {2,41,875}, difficultyvaluerange3 = {3,50,1050}, difficultyvaluerange4 = {4,62,1300}, } mgr.createBonus(25, newBonus); //Monster Vitality newBonus = { -- name = "crbonus_attr_vit_npc", rating = 0, basedonskill = "SKILL_INVALID", type = "BONUS_STATS", spez = "STAT_VIT", spez2 = "", usagebits = 65535, minconstraints = {1,0,0}, difficultyvaluerange0 = {0,23,525}, difficultyvaluerange1 = {1,32,700}, difficultyvaluerange2 = {2,41,875}, difficultyvaluerange3 = {3,50,1050}, difficultyvaluerange4 = {4,62,1300}, } mgr.createBonus(24, newBonus); //Monster Stamina newBonus = { -- name = "crbonus_attr_sta_npc", rating = 0, basedonskill = "SKILL_INVALID", type = "BONUS_STATS", spez = "STAT_STA", spez2 = "", usagebits = 65535, minconstraints = {1,0,0}, difficultyvaluerange0 = {0,23,525}, difficultyvaluerange1 = {1,26,604}, difficultyvaluerange2 = {2,30,694}, difficultyvaluerange3 = {3,35,798}, difficultyvaluerange4 = {4,40,918}, } mgr.createBonus(23, newBonus); //Monster Intelligence newBonus = { -- name = "crbonus_attr_int_npc", rating = 0, basedonskill = "SKILL_INVALID", type = "BONUS_STATS", spez = "STAT_INT", spez2 = "", usagebits = 65535, minconstraints = {1,0,0}, difficultyvaluerange0 = {0,23,525}, difficultyvaluerange1 = {1,25,578}, difficultyvaluerange2 = {2,28,635}, difficultyvaluerange3 = {3,31,700}, difficultyvaluerange4 = {4,34,770}, } mgr.createBonus(22, newBonus); //Monster Dexterity newBonus = { -- name = "crbonus_attr_dex_npc", rating = 0, basedonskill = "SKILL_INVALID", type = "BONUS_STATS", spez = "STAT_DEX", spez2 = "", usagebits = 65535, minconstraints = {1,0,0}, difficultyvaluerange0 = {0,23,525}, difficultyvaluerange1 = {1,25,578}, difficultyvaluerange2 = {2,28,635}, difficultyvaluerange3 = {3,31,700}, difficultyvaluerange4 = {4,34,770}, } mgr.createBonus(21, newBonus); //Physical Armor newBonus = { -- name = "crbonus_armor_phy", rating = 0, basedonskill = "SKILL_INVALID", type = "BONUS_ARMOR", spez = "DMG_PHYS", spez2 = "", usagebits = 65535, minconstraints = {1,0,0}, difficultyvaluerange0 = {0,25,550}, difficultyvaluerange1 = {1,32,740}, difficultyvaluerange2 = {2,40,920}, difficultyvaluerange3 = {3,50,1100}, difficultyvaluerange4 = {4,70,1400}, } mgr.createBonus(28, newBonus); //Experience Points newBonus = { -- name = "crbonus_experience", rating = 0, basedonskill = "SKILL_INVALID", type = "BONUS_EXPERIENCE", spez = "", spez2 = "", usagebits = 65535, minconstraints = {0,1,0}, difficultyvaluerange0 = {0,20,4020}, difficultyvaluerange1 = {1,25,5025}, difficultyvaluerange2 = {2,30,6030}, difficultyvaluerange3 = {3,40,8040}, difficultyvaluerange4 = {4,50,10050}, } mgr.createBonus(26, newBonus); //Poison Armor newBonus = { -- name = "crbonus_armor_poi", rating = 0, basedonskill = "SKILL_INVALID", type = "BONUS_ARMOR", spez = "DMG_POISON", spez2 = "", usagebits = 65535, minconstraints = {1,0,0}, difficultyvaluerange0 = {0,25,550}, difficultyvaluerange1 = {1,33,740}, difficultyvaluerange2 = {2,40,920}, difficultyvaluerange3 = {3,50,1100}, difficultyvaluerange4 = {4,70,1400}, } mgr.createBonus(43, newBonus); //Physical damage newBonus = { -- name = "crbonus_damage_phy", rating = 0, basedonskill = "SKILL_INVALID", type = "BONUS_WEAPONDAMAGERANGE", spez = "DMG_PHYS", spez2 = "", usagebits = 65535, minconstraints = {1,0,0}, difficultyvaluerange0 = {0,24,371}, difficultyvaluerange1 = {1,24,371}, difficultyvaluerange2 = {2,24,371}, difficultyvaluerange3 = {3,24,371}, difficultyvaluerange4 = {4,24,371}, } mgr.createBonus(27, newBonus); //Poison Damage newBonus = { -- name = "crbonus_damage_poi", rating = 0, basedonskill = "SKILL_INVALID", type = "BONUS_WEAPONDAMAGERANGE", spez = "DMG_POISON", spez2 = "", usagebits = 65535, minconstraints = {1,0,0}, difficultyvaluerange0 = {0,24,371}, difficultyvaluerange1 = {1,24,371}, difficultyvaluerange2 = {2,24,371}, difficultyvaluerange3 = {3,24,371}, difficultyvaluerange4 = {4,24,371}, } mgr.createBonus(42, newBonus); //Attack Rating newBonus = { -- name = "crbonus_addAW", rating = 0, basedonskill = "SKILL_INVALID", type = "BONUS_COMBATVALUE", spez = "CBTVAL_ATTACK", spez2 = "", usagebits = 65535, minconstraints = {1,0,0}, difficultyvaluerange0 = {0,23,525}, difficultyvaluerange1 = {1,32,700}, difficultyvaluerange2 = {2,41,875}, difficultyvaluerange3 = {3,50,1050}, difficultyvaluerange4 = {4,62,1300}, } mgr.createBonus(256, newBonus); //Combat Art Level newBonus = { -- name = "crbonus_level_CA_all", rating = 0, basedonskill = "SKILL_INVALID", type = "BONUS_LEVEL_ALL_CA", spez = "", spez2 = "", usagebits = 65535, minconstraints = {1,0,0}, difficultyvaluerange0 = {0,1000,40000}, difficultyvaluerange1 = {1,1250,50000}, difficultyvaluerange2 = {2,1500,60000}, difficultyvaluerange3 = {3,1750,70000}, difficultyvaluerange4 = {4,2000,80000}, } mgr.createBonus(246, newBonus); // Fire Armor For Monsters newBonus = { -- name = "crbonus_armor_fir", rating = 0, basedonskill = "SKILL_INVALID", type = "BONUS_ARMOR", spez = "DMG_FIRE", spez2 = "", usagebits = 65535, minconstraints = {1,0,0}, difficultyvaluerange0 = {0,25,550}, difficultyvaluerange1 = {1,32,740}, difficultyvaluerange2 = {2,40,920}, difficultyvaluerange3 = {3,50,1100}, difficultyvaluerange4 = {4,70,1400}, } mgr.createBonus(45, newBonus);
  9. I'm scared of what the new patch will contain. After having my characters ruined from "nerfs" in Diablo 2 due to Blizzard wanting people to sink more time into the game instead of actually enjoy it, I've become weary of patches for Action RPGs. I guess I wouldn't be so scared if I could at least know if they've taken the skill mastery "bug" into consideration and how fixing it may cause numerous characters to suddenly feel under-powered... unless of course the skill mastery "bug" is really not a bug...? Sigh, I guess we'll just have to wait and see. After looking at all the stuff in the game's scripts and .dll files that were works in progress, I'm sure there will at least now be plenty of stuff to do besides kill monsters all day. I can't wait to see what the fixed/new quest rewards will be! Edit: I suppose that since Ascaron is presumably under "crunch" or "crash" time with the PS3/Xbox360/New PC update, we might get to hear more about what's going to be in the big update before March 24th. And btw, thanks for linking this Steph, I've been wondering for the longest time why I never noticed any difference in game play with Physx turned on or off.
  10. Two more Inquisitor quotes... "You should have stuck to soccer, human." - A taunt he uses when he kills a human. "[Mass genocide is the most exhausting task in the world... next to soccer.]" - One of his idle messages.
  11. Thanks everyone. And yes, the data was pulled from several files. Thanks to the wonderful paradigm known as "Object Oriented Programing", everything isn't housed all nice and neatly in one place. There is a way to compute the actual attribute values, but it will take a while... I'll update this reply soon, gotta run. Quick update: Gogo - From what I've been able to derive thus far, danger classes are used in conjunction with your character level to determine what drops you get. The weird thing I have noticed however is that characters themselves have a danger class of 7. I think I will need more time to discern whether or not danger classes are used for anything beyond item drop calculations. Schot - Let me know if you don't get similar results with your High Elf. I am sure I may have left out a detail or two, but the key thing from what I can tell, is you have to pad yourself against physical & poison damage, as well as ensure you have a high defense rating.
  12. NP Viper, I'm glad at least someone learned something from it. Oh... and just to see if knowing his full stats would help a little better, I took my level 81 Inquisitor into the desert and suited him up with a lot of +damage mitigation (a little over 20%) and +defense rating stuff (including Soul Reaver). I also had about 1100 armor worth of poison resistance. I was also using a level 103 regular Shroud Spider. Versus even a level 96 Teal Champion Scorpion... the results were rather surprising. The Teals did much less damage than I had anticipated... about 500. The regular scorpions only did 300ish. This of course was ridiculously low, considering my HP was at about 13,000 and my life regen was at 250+ (constitution mastered). So... yeah. This was probably overkill, but it goes to show there are ways you can make those Scorpions feel like just plain ol' bugs.
  13. I decided to take a deep look into these guys; the 2 hour research results are below. This was inspired after for the umpteenth time, yet another topic on the SIF regarding Ascaron's favorite deadly insect had been posted. After seeing r00ster give one of his usual (IMO useless) responses to the person who started the thread, I decided to reply with something that might actually yield new information (as opposed to redundant): I'm personally amazed with how much can be derived from the script files: Scorpions have the following: Danger class - 4 Attributes: - Intelligence, 80% of per-difficulty settings - Stamina, 90% of per-difficulty settings - Vitality, 150% of per-difficulty settings - Strength, 110% of per-difficulty settings - Willpower, 130% of per-difficulty settings - Dexterity, 110% of per-difficulty settings - Physical armor (110% of per-difficulty setting) - Poison armor (110% of per difficulty setting) - Deals physical damage (80% of per-difficulty setting) - Deals poison damage (30% of per-difficulty setting) - Bonus to attack rating (40% of per-difficulty setting) - Bonus to fire armor (50% of per-difficulty setting) Combat arts: "Poison Blow" - chance to poison - increases all damage elements - deals poison damage in addition to weapon or unarmed damage (in the scorpion's case, it deals poison and physical) - raises attack value Basically, it's Mortifying Pillory without the chance to become an outlaw. Skills: -Tactics Lore (Works for Mr. Scorpion in just the way it works for us players) -Enemy Lore (This skill boosts the damage, critical hit rate and execution time of an enemy's CAs; For the scorpion, it is boosting his tail attack). -Spell Resistance (As it implies, he has spell resistance) Other info: -They hit twice when they use their regular attack (both claws) -They are set to behave as dumb/aggressive. They are only insects, after all. -They can strafe -They have no equipment -They have a run speed of 130% -Their walk speed is 50% -Their weight is 50% -Their maximum melee attack range is 16 (standard for most monsters) -They have green blood (duH!)
  14. Bump - significant edit... not sure if anyone else has seen what I C&P'd.
  15. Optimus, TO THE RESCUE AGAIN!! But in all seriousness... glad to know that it's now "confirmed". I hope it's not something that may hold up them getting the PS3 & Xbox 360 versions pressed and shipped by launch date. ---------------------------------------- On a slightly related note - Has anyone come to the same conclusion as myself that having "Auto Equip" turned on causes the following: On seemingly random intervals, the game may act like you dropped an item when you were trying to move it to an equipment slot. However, instead of dropping it on the ground, the item is deleted.
  16. Thank you Gogo (You never responded to my PM btw) As for how I came across all of this... let's just say... I have an attention deficit disorder. But seriously... I have an odd habit of noticing very small details. In fact, I can see a lot more of the name, item correlations by just glancing over the credits in the back of the game manual. It think it is kind of fun. Like you said, it's like an easter egg, but on a whole different level.
  17. Oh boy, I get to make you guys ANOTHER LIST! Here are a few that immediately jumped out... Kayser's Luck Benny Kayser - one of the level designers Michel's Forging hammer I bet this was named after quest designer Michel Dumont. Unlockable hammer "Parmiter's Justice" Ascaron Employee, Helga Parmiter - English Localization Manager/Lead (She sure must know her German to English idiomatic phrases!) Stradal's Hammer Named after concept artist Frederike Böckem-Stradal OR possibly "Core Team Additional" Franz Stradal. It's probably Franz since he's involved in the Empty Office quest. The Grunwald Region Grunwald's Token of Madness Grimwald's Guardian All of these look to be named after the game's assistant producer, Christian Grunwald. Ilgard's Judgement Kullgard's Taskwatch I am CERTAIN the set is named after Peter Kullgard, the Project Manager* for Sacred 2. As for the pole arm, well that's pretty obvious. What made me believe this is that back when Sacred2.com had pictures of some of the Ascaron employees hidden on the site, the picture of Peter had a file name like "Illgard". *This will probably sound mushy; but major respect on my part goes towards him. Not only do I aspire to hold such a position, but my dream job is to be a PM for Final Fantasy [insert number here], some day.
  18. Maybe you're right, but it's not the case anymore, now it's the high elf against the high elf dark vs light Interesting... I wonder why it got changed, was it because of the storyline getting adjusted so much? And I understand now what you mean about the God Statues & The Divine Gift CA. Hmm, it's a shame that they determined it was too cumbersome (the statues being the "runes" for the divine gift CA). But like I said, I hope they can think of something else for the statues... I'm sure they have some good ideas being tossed around. ---------------------------------------- Edit #2: I remembered seeing a lot of stuff about the main storyline in the comments that were left in the LUA/C++ script that generates the main questline. I wonder if it has anything on the Shadow Campaign ending.... --------------------------------------- Edit #3 Wow... it looks to me like the ending of the game got watered down quite a bit (game play wise), although the final cinematic is still the same: --Unshielding The Great Machine is the key for the great battle to begin. The player fights alongside T-Demons and the Grand Inquisitor#92s army, attacking humans, high elves, Dryads, and whatever creatures oppose him. -- --When the battle is done, the player turns against the Grand Inquisitor and says he will no longer be content to be a pawn in the game. He fights and kills the Grand Inquisitor, using the Devil#92s Fire he acquired in the Desert. He acquires some of the Grand Inquisitor#92s power. -- --He now must face his #93shadow#94 opponent who has been mirroring his progress throughout the game. This is a Seraphim who blocks the entrance to The Great Machine. -- --After defeating the Seraphim, the player enters the complex and finds that The Great Machine is a complicated labyrinth, filled with protective traps and monsters. Using everything he has acquired on his journey, he fights his way past all of them until he arrives at the very center of the machine. -- --Here he finds the ultimate enemy. All the mortal enemies have been killed outside along the way. In here, it is something other-worldly. -- --This monster has been created by the Demiurge as the last protector of The Great Machine. It is representative of The Void, the great nothingness wherein there is no meaning, either good or bad. It is a soul-less, implacable foe who must ultimately be defeated through an intense caring, through the player#92s passion for evil. -- --The monster taunts and mocks the player for thinking his actions have significance: When the player kills the monster, he shows that the creature is wrong, proving that men#92s actions have meaning and consequence -- --When the great void has been defeated, the final action of the game is for the player to act upon the machine. -- --The player #93dials up#94 the machine#92s intensity, in the hopes of acquiring more of its power. As more and more of the magic collects, things begin to get out of control. The walls shake, the complex starts to crumble. -- --The voice of the Creator is heard: #93You have achieved your goal. You are the ultimate evil, and nothing good can stand against you. You have placed yourself and your world beyond even my reach, creating a new universe of chaos and darkness where you will rule supreme.#94 -- --The ending movie pulls back from a top-view of the complex and shows the chaos in the world. As we pull back further, a rift opens in time and space and the world is plunged into the darkness beyond, and then the rift closes. -- --[Is the player then allowed to go back through the land? I hope so! IMO the ideal for both MP and SP, if it could be managed, would be to both allow the player to roam the world and work the ending in all but the last difficulty level such that it addresses the idea of replaying - not only would it be better from a flow point, but it would also give players an incentive to #93go the distance#94 through all difficulty levels, then at the end of the last one give them a nice spiffy movie or some other true conclusion. -- --A conclusion that leaves room for a sequel of course (hope springs eternal!), which IMO the current bad path ending does not allow for. -- -- If they#92re not allowed to continue roaming, there should be some sort of movie similar to that described in the bad path document for the good path. Currently the endings seem so dissimilar that it would be jarring and unpleasant for the players IMO. - Carolyn] Heh... interesting to know that the narrator is "The Creator".
  19. I'm sorry Stephane! ----------------------- Well, regardless... it would make "sense" that she'd be the last one to live since she's hyped up as being the strongest. At least it seemed that way when I was playing as seraphim on her single player campaign. And beyond that, well, the Shadow Campaign is most likely viewable as only a "what if" story... so if we really wanted to find out who the last living Seraphim would be, I think we'd have to wait until Ascaron makes a Sacred game that takes place after Sacred 1 (story time line-wise). But going back to what the Inquisitor was saying in that voice clip - it sounded like that the Inquisition manages to kill off all of the Seraphim during the battle over the Great Machine at the end of the Shadow Campaign. So he's probably supposed to deliver that speech before you fight the Seraphim in the last dungeon. --------------------- That's a little disappointing. I hope they intend to fix them so that the statues are the only way to raise the level of the Divine Gift, and not (from the way you make it sound) a potential exploit. Otherwise, I think it takes a lot of fun out of discovering the statues hidden around Ancaria. But I'm sure Heiko & co. have all kinds of ideas of how to make the God statues fun.
  20. lol, yes hurry! The people are waiting Cthulhu. Cthulhu makes a very good point. If your target has a white circle around it then it will drop crap. Orange to Red circles are ideal. Champions in general grant a higher chance in that they can drop more items per kill. Thus a greater chance something nice will drop. Areas that are heavily populated with Champions should give nice drops provided you can kill them well. Large number of kills over time will naturally provide best results so make sure your damage is tip top and optimized for the area you choose to fight in. And one other factor would be kill speed. You can take 30 minutes to kill a boss if you like but the drops you get won't be great. At least that's what I've seen so far. Also take note that most of the monsters only drop a certain range of items. Like Rats for example... very limited possibilities (I think they're limited to gold, potions and meat trophies). The last boss on the other hand... pretty much any item in the game can be dropped by him (with the exception of a few legendary/unique weapons and the Christmas island exclusive stuff). Geeze Schot, I thought you knew this stuff...
  21. It's all dependent on the danger class of the monster you are fighting. If its danger class is too low, it will never drop set items. ... Sigh, I really should go ahead and put together that list of possible drops for each monster.
  22. Thanks for the responses... ------------------------------------- Schot - Permitting you don't have to refer to anything that your EULA might prevent you from mentioning, I'm interested to know if "Region Peace" is something that's either bugged and not working or is just unfinished in 2.34. No, those sound files are of a different category (the sounds that get played when you take a hit that you are weak against). Interesting note on these sounds - ATM the game is messed up and it uses the damage channel of one of the weapons you have equipped, and not the monster's damage channel. I'm pretty sure you've heard about this one... but thought it was kind of funny, so decided to bring it up here. ----------------------------------------- Stephanie - As for the sound file regarding the Seraphim at the end of the game, I was thinking that's what the sound was referring to... but as you pointed out Stephanie, it seems odd that the Inquisitor would say that since there are obviously other Seraphim still alive at that point in the game. That's why I think it might be part of the Shadow Campaign that hasn't been fleshed out or just scrapped altogether. A shame, if it was... it makes me wonder if the Inquisitor was supposed to fight Sophia instead of the Grand Inquisitor. --------------------------------------------- Schot & Stephanie - God Spells/Statues - I've been under the impression that the god statues are bugged ATM, due to the way that some of them don't even do anything when you click on them. Did they intentionally remove the statues being able to power up the Divine Gift? If so, I don't see much point in having all of these god statues that are blatantly hidden throughout Ancaria... makes them kind of boring. :..( I guess that's something we'll find more about whenever the next update comes. Regardless, thanks for answering my questions.
  23. **** As with my post regarding the drop mechanics, if anyone else has made a similar post regarding the unused sound files for the game, please delete this post. I just haven't seen anyone bring up a topic regarding the sound files, so I'm under the assumption that I've stumbled upon something new/interesting **** While I was making a reply to the thread concerning easter eggs/pop culture references in Sacred 2, I decided to rip open the sound files for the game and find all of the Star Wars jokes that the Inquisitor makes. However, as I was going through his sound clips, I found a few oddities: "Region Observation Sounds" - The Inquisitor has several sound files that pertain to the regions he is in. "The opponents in this region mostly use fire damage weapons" - maybe it's just me, but I've never had any of my characters make this kind of comment in game during any of the patch iterations. Does anyone know anything more about this? "Region Pacification Sounds" - The Inquisitor also has several sound clips that are labeled "Region_Pacified_01". One of them sounds like this - "All of the heretics in this region have been dealt with". I've never heard him say this, EVER. Are these "pacify" sound clips supposed to be played when we've done all of the quests in a region? This reminds me of something from Sacred 1, but I'm not 100% sure if this is the same thing... anyone happen to know anything more about this as well? *Note - The "Region_Pacified" clips are NOT the same as the ones that are played when you are over-leveled. THOSE clips are called "Region_tooweak". "God Statue = Divine Gift Power Up?" - The sound files that are used when the Inquisitor prays at a Ker statue are called "GodCAUpgrade_01" and "GodCAUpgrade_02". I guess you can infer what those God statues are really doing (or what they are supposed to do). "Unfinished Endgame Quests?" - The Inquisitor has a sound file where he is greeting the "last Seraphim alive", and remarking about how he looks forward to killing her. I've never run across him saying this anywhere in game, but I also haven't played the entire single player campaign with the Inquisitor. Has anyone encountered him saying this spiel? If no, then it's possible that it's something that hasn't been used yet... NOTE: There are similar oddities in everyone else's sound files; I'm just using the Inquisitor as my primary example.
  24. The Inquisitor has quite a few Star Wars jokes/references. And of course, that's not even mentioning the fact that he's an obvious homage to Darth Vader & Emperor Palpatine. Here are all of the Star Wars jokes/references that the Inquisitor makes (or at least the ones that I'm aware of): - "Your Hate Only Fuels My Anger!" - reference to the dark side of the force and the Sith code. - "Did Anakin let you live?" - The Inquisitor says this when he's taunting Sandmen in the Desert region. (Anakin Skywalker is Darth Vader's real name). - "::deep, mechanical breathing noise::" - When you put a Vader/Red Scorpion helmet on the Inquisitor, he will start making breathing noises similar to Darth Vader's signature breathing sound. - "THE END, JUSTIFIES ALL MEANS!" - While this could easily be mistaken for a commonly used idiom/cliche, it is also possible that this is a reference Machiavelli's "The Prince" or Darth Sideous/Emperor Palpatine (he used the "End Justifies the Means" approach in Star Wars Episode 3). - "I thought you were supposed to observe the code?" - This is a taunt that the Inquisitor uses against High Elf priests; I've never actually heard him use it in game though. Regardless, he's probably making a reference to the Sith Code. --------------------------------------- Other Taunts/Jokes --------------------------------------- - "YOUR SOUL BELONGS TO ME!" - This is possibly a reference to Mortal Kombat (the movie). - "BRING ELVIS BACK T-ENERGY, NOT PUTRESCENCE SUCH AS THIS!" - This is one of the 4 taunts he uses against T-Energy mutants; it always gives me a good laugh - "I liked the BLUE version of you better." - This is one of the 11 taunts the Inquisitor uses against enemy Temple Guardians. I'm pretty sure it's a continuation of the running gag about the Temple Guardian being similar to Mega Man. - "Get customer service while you're at it!" - Another one of the 11 taunts that the Inquisitor uses against enemy Temple Guardians. - "As I think, I exist..." - The Inquisitor sometimes quotes Descartes when you leave him idle long enough. - ["Taking a break... MAYBE I'LL BE ABLE TO SELL A FEW COPIES OF THE WATCHTOWER WHILE YOU ARE GONE! "] - not exact, but when you leave the Inquisitor idle, he will sometimes make fun of Jehova's Witnesses ("The Watch Tower" is the Jehova's Witness magazine/news letter). ------------------- Nefarious Netherworld Inquisitor = Lord of Darkness Undertaker tribute? ------------------- While on this topic, I wanted to see if anyone else thought of this: I've been under the impression as of late that the "Nefarious Netherworld" aspect for the Inquisitor may be a reference to "The Undertaker" (famous professional wrestler) during his "Lord of Darkness" days. There are a lot of similarities between The LOD Undertaker and the Nefarious Netherworld Inquisitor... including the fixation on taking souls, summoning demons, cloaked druids, human sacrifices and necromancy. Probably the most striking similarity/possible homage though with the Inquisitor and The Undertaker are their theme songs. The Inquisitor's theme musics remind me a lot of the LOD Undertaker's themes... including the Gregorian chant theme used for The LOD Undertaker's druids and of course, the LOD Undertaker's main theme song - http://www.youtube.com/watch?v=E2srp5wHdbg Also, I can hear some similarities between the Inquisitor's main theme and the metal remix of the Undertaker's traditional theme: http://www.youtube.com/watch?v=9wyCibMVuhQ I realize that this is probably a humongous stretch, but I honestly do think there is a substantial similarity between Nefarious Netherworld and the LOD 'Taker.
  25. I looked into this, but sadly I don't have any good news. It looks like that the health warning is handled by something in balanced.txt OR (even worse) something that's buried within the game's source code (in either the main executable or one of the DLL's). I hope someone else can come along and prove me wrong - I'd like to change the threshold for the health warning too
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