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Trisse

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  • All time best video game ever played
    Civilization
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    Ian
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    Poland

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Indium Shaman

Indium Shaman (4/20)

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  1. Online only... Just heard the news (yup, I'm living under a big rock right now) and sadly, the online only thing seems pretty much set in stone. Quite sad, as I've been sort of waiting for DIII, even though some of their latest design choices seem strange (no skill points, eh?), and now, possibly months from release, they give me this... Meh. As I never even play MP, naturally I've absolutely no interest in a MMOG, be it full-fledged or just a "baby" one, so I'll probably skip on the game, unless of course some sort of "offline hack" appears. Looking at the reactions on the net, it looks like I'm not the only one. Still, a bummer.
  2. Can't say I miss fixed uniques too much. As far as I can remember my D2 days (it's been years since I last played that game...), low level uniques were practically unusable, and top tier ones required like level 85; however, I usually finished the game on Hell about level 80 or something, doing multiple Bhaalruns just so that I can equip better gear (what for? I don't need it anyway...) felt like a complete waste of time - but then, I hate boss running anyway. So, the mid-tier exceptionals were the only ones I really used, and those sure were fun. I think the the system worked a bit better with Titan Quest (a great game, still playing it from time to time) with all the optional Legendary bosses that were often much tougher than the main quest ones - at least it gave me something to hunt for with all this top-tier gear. Most TQ uniques also had unique models, which could make your char look truly special (or, in some cases, like a bad cosplay freak). I think the only real problem with Sacred 2 uniques is that too often they don't feel unique at all; when compared to D2 or TQ items, they are pretty plain stuff, a lot doesn't even have a unique model. Sure, they are (mostly) usable items with decent stats, but they don't give anything a right combination of rares couldn't offer. Things like "direct damage" or percent bonus to stats are very, very rare, unique-only models are rare and unique jewelry is a total waste. They just don't feel that special. Not much of an issue, but I sure hope we get to see more "unique" uniques in S3.
  3. In SP, simple editing of level requirements is not enough, as the game will not let you start a campaign without completing the previous one. However, there is a workaround for this - once you tweak level requirements to your liking, start a LAN "free" game on desired difficulty. The game remembers last difficulty played, and "completed campaign" restrictions seem to apply only to choosing higher difficulties, not actually playing one. So, once you spend a few seconds in LAN niobium game, your character is locked to niobium by default, even though "difficulty selection" window on char selection screen is left blank. I used this trick to totally skip Gold, moving into platinum directly from silver. One thing to remember is that should you play a different char for a while, the difficulty will reset to the last one played; repeat the LAN trick to solve this. Have fun
  4. I don't think that's the case. Playing single player on silver difficulty, while editing only the FIRST value in MPexperience line, gets me a definite XP boost. Same goes for all the other MP lines in balance.txt - upping the first value gives a very noticeable challenge increase in SP, regardless of chosen difficulty. If what you said was true, said changes would only affect bronze difficulty. Perhaps MP lines refer to number of players on the server?
  5. Ah, I noticed... she could probably take out half of Tyr Lysia with a couple DA's. I understand it has its uses, but frankly, If I wanted to up my experience count, I'd just edit the file accordingly (me SP only). Glitch aside, it's too much of a one-trick pony for me. It's true Seraphim could work with this - PS already have a pretty good range (I'm regularly hitting things beyond normal melee reach), so a couple offscreen hits wouldn't hurt that much. Could go well with a Warrior/Celestial hybrid. RPH does sound good. Such mage could skip tactics, as staff damage would always be negligible when compared to CA damage, but would still need staff lore and... speed lore, I guess? Still serious tradeoffs, but the ability to RPH at range is not a laughing matter either. Seems we're looking at something like Chattius's sohei build, but with staffs instead of polearms. Could be worth it, if only for the "traditional mage" feel. Guess I have my first Dragon Mage sorted out then... Are there any staffs with LL? Static values will help with neither healing nor damage, and I don't think I've ever seen a %LL on anything but 2H weapons (but not staffs!) and shurikens.
  6. Perhaps this is the topic you are looking for: http://darkmatters.org/forums/index.php?showtopic=13524 It explains how to change weapon appearance in some detail, using Officer's Sabre as an example. Tried this myself, and it works... well, sort of. The thing is, I don't know how to find specific items in "itemtype.txt" file, so ATM I'm limited to changing the Sabre. Anyway, it's a starting point - at least it gives you the necessary tools and files to work with.
  7. Soul Hammer and Archangel's Wrath both use main weapon only (plus all sockets, as in chattius's post); that's why all Warrior/RevTech Seras I made used polearms instead of dual wield - you only lose one hit with Pelting Strikes, while getting huge damage bonus per hit and AW capable of frying entire groups in one go. Obviously left click attacks are much slower, but this gets less and less important as you level up. Alternatively, you could go with DW and keep the biggest halberd you can find on weapon switch - you can always use it to fire AW bolts when needed.
  8. I wonder, are there any people playing non-glitch staff builds? When I first read about shooting staffs in Ice and Blood, I was hoping to finally build a "proper" staff-wielding mage. When it became obvious that staff projectiles count as weapon attacks and thus aren't really suited for spellcasters, I started planning a melee dryad (or inquisitor, they get high natural INT) with limited ranged ability. Could be fun. So, I made my first dryad, modded her multihit CA, crossed the Sloeford bridge, fired the CA... and pulverized everything in two screens radius. Whoa! Now, I know it's a well-known bug, and that some people eagerly take advantage of it for super fast leveling, but it just doesn't seem fun to me. However, it seems this bug made staff lore useless once again - casters don't really benefit from this skill (not unless they also take tactics and something like speed lore to get a decent chance to hit stuff - hefty investment for a left click ranged attack), and fighters get the "multihit glitch". Kind of sad, really. So, anyone here played a staff build not relying on the famous glitch?
  9. I have to go with Seraphim for this one. Goes back to the first Sacred, when she was just very different and "new" when compared to more regular fantasy archetypes. Combination of hi-tech and fantasy setting gives her a bit of anime-esque feel (tends to be a bonus in my book). In Sacred 2 she got my favorite CA (Archangel's), and fairly decent looking gear - at least she doesn't look like some color-blind cosplay freak (/cough/ inquisitors). Anyway, in Sacred 2 I probably had more seras than all other chars combined, currently going through Ice and Blood for the first time I'm also playing one. I never got into playing Temple Guardian. A fresh idea, but somehow "robodog" doesn't click for me. Perhaps it's because I'm really a cat person...
  10. He's working with spells.txt, found in (your main Sacred folder)/scripts/shared.
  11. Thank you very much! Exactly what I needed. I figured "et_dist_AW_rel" is responsible for attack rating, replacing this with "et_AWboost_rel" (taken from Seraphim's Battle Stance) solved the AR issue, but I had no idea where to look for "general" attack speed line. Anyway, it worked. SP is no longer weapon dependent. Tooltips are gone, but guess I'll have to live with that. Once again, thanks for solving my little problem.
  12. That's one thing I wanted to change right from the release day. Some of the mods work for melee as well as ranged (after all, lots of melee dryads use the buff just for this), but the core attack speed and attack rating values are for ranged only. All I want is for this values to work with any weapon, so the buff would be equally useful for ranged and melee builds. I tried working on this by myself a couple of times, but with no success. Judging by feats achieved by some forum members, I guess this should be doable, just beyond my limited ability. Could some kind soul help me in this?
  13. ...sometimes losing one arm in the process. Or, during "looking around" part, twists his own head off and stays in sitting position forever. This may happen with all openable coffins in the game, I used to open every one I could find, hoping to get more animation variants. And regarding the trap - given that Ancaria in general seems to have one of the worst cases of vermin infestation in history of fantasy worlds, no wonder they are prepared for some serious stuff. You never now... anyone tried searching for the rat boss under Griffinbourgh?
  14. I wanted a quick comment on that. There's a number of those "MP" lines in the balance.txt file, seemingly governing monster damage, resistances, spell intensity etc. Before Ice and Blood, I used to modify ALL of them, coping the last value in the line and using it to overwrite the first one only. The end result was much better XP, but also much better challenge. Made the game much more interesting overall. Note, I haven't tried this with the expansion installed. I used to believe this "MP" scaling refers to number of players in game, thus acting as sort of "players x" switch, but I'm not sure anymore. As there are five numbers per line, it could as well refer to difficulty levels. While I was generally happy with the end result, I'd really like to know what exactly happens when one edits those lines. Could anyone with better understanding of game mechanics explain this?
  15. Lurking? Yeah. For, like, four years... Though there's no big story behind this, just time constrains. Barely enough to read all the interesting stuff, never mind posting my own. I admit that your recent policy to lock modding subforum from guests had a part in flushing me out; returning to the game, I just discovered I cannot live without altered camera settings...
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