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desm

Sacred 2 CM Patch Team
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Posts posted by desm

  1. 1 hour ago, idbeholdME said:

    The greatest obstacle in reaching level 200 is the experience penalty for kills past level 100. But it can easily be lowered/removed in balance.txt.

    Found the post, thanks. I will remove it now, for sure. I don't see why there would have to be an experience penalty with the levels going up. In fact, I even think there should be a boost in XP with the enthusiasm you gain using your gear and skills, becoming berserk and killing every enemie in sight :wink: (if anyone is interested, it's there:)

    Thank you, it's already that. But even with that I doubt I get one day to level 200.

  2. It would have been interesting (maybe) if we could increase difficulty (by increasing all the levels in Spawn_OffsetLow maybe) so that we could finish Niob near level 200. That would have interested me because I don't like much farming and my higher character that have finished Niob is level ~140. Could it be doable?

  3. 1 hour ago, idbeholdME said:

    All of the creature bonuses scale with difficulty. But mitigation is very significant as it reaches 100% in Niob. That's why the elementals only become fully immune to their element in Niob. You can still hurt Ice Elementals with Ice in Plat, although you will only be doing 15% damage.

    As for dangerous enemies, a top 10 for late Niob would look something like this

    1) Bosses, notably Gahanka Octagolamus, Dragons, Facetteleon, Narmul and Poison Lord. All have extremely hard hitting attacks. Octagolamus especially is a hidden powerhouse. And Gahanka? He might have the hardest hitting attack in the entire game. Try getting hit by his stone throw when he is level 200+ :P Will one shot you like no tomorrow. Good thing it's easily avoidable.

    2) Enemies with Ancient Magic. Small Red Dragons have homing Fireballs, that deal high damage even through high fire mitigation. Same with Elite Temple Guardians that throw Fire Traps. Standing in one will melt you extremely fast.

    3) Fen Fire. Unavoidable lightning attack dealing very high Magic damage. They also have a proclivity to spawn in groups. Thank the Creator they don't have an Elite version...

    4) Blood Dryad Shamans. Simply because of the totem they have, which is inconspicuous and hits very hard, very fast. Combined with the root the Shamans also have, can be quite deadly.

    5) Flaming Horse. A very hard hitting special attack with a high chance to ignite, dealing several ticks of damage. They seem to have Damage Lore, so the ticks deal damage almost equal to the base hit. They're currently hitting me for 10K damage and continue with ticks of 9K for several seconds most of the time. Even their regular attacks do double hits.

    6) Spitting spiders. Their DoT (like most others) scales a lot with difficulty and levels. The spiders are notable, because they can spawn in very large numbers. Doesn't matter if it's the Human region or the Swamp.

    7) Demonic Eyes. They are not the only enemy in the game with Life Leech lightning, but they have it the most powerful. The Elites can do 25%+ of your maximum life with a single attack and it also inflicts a hefty Magic DoT. They are mostly harmless when their main attack is on cooldown, which is why I put them this low, but make sure to never aggro more than 2 at once.

    8) Bipedal Demons. The ones near the end of the game and Bog Demons. They all hit very fast and very hard. A pretty rare variant can randomly spawn in the Wasteland - an Elite Demon Lord. That guy alone ensures the demons' spot in this list. In this category, I'd also put Harbingers of Death from the Blood Forest. They can hit quite hard and notably, the one at the end of the Crypt quest is a secretly super-charged version. I recently added that info to the quest: https://www.sacredwiki.org/index.php/Sacred_2:Death_of_a_Demon

    9) Scorpions. Tough, above average damage, but hit extremely quickly. One of the few enemies that has 2 Elite variations, one worse than the other. Getting surrounded by these little buggers can mean a very quick death.

    10) Garema. Might not look like it, but they can be a major annoyance at high levels. Melee ones have double attacks, ranged ones have hitscan attacks, casters are budget Fen Fires. Also hit pretty hard with a lot of Poison damage. Always surprised with how dangerous the jungle becomes the later you go into Niobium.

     

    Special mention:

    Furies. Luckily only present in Northland, but they get this mention simply because the Elite ones have an attack that can cancel buffs. The only area in the game where you have to regularly keep a very close eye on your buff status.

    Very interesting post. It explains why these particular ennemis are effectively deadly (almost lost one character on every single one).

    One note about the fire trap thrown by the Elite Temple Guardians: Through my runs, I had the feeling that the Shadow Warrior was the most vulnerable to these traps (by far, almost OS). Do you explain it by some hidden properties in game files or was it just a coincidence?

    • Like! 1
  4. 14 hours ago, Flix said:

    Today I found the reason for this problem, and I'm happy to report it will be fixed in the next release.

    Hourray!! You rock Flix, thank you very much :JC_hurrah:

    May I ask what was the reason? I hope it was not a problem due to translation..

    • Appreciation 1
  5. Firewound the Grim (under seraphim ilsland) had its name displayed but it's considered as a boss when fighting.

    Izual (under seraphim island) had not its name displayed (boss too).

    Stormtree (swamps - marigold fields) had not its name displayed.

    Leoric (swamps) had its name displayed.

    Achmel the cursed (desert) had not its name displayed.

    Radament (Khorum) had not its name displayed.

    Witch Moon (desert) had not its name displayed.

    Witch doctor Endugu (jungle) had not its name displayed.

    None of the Council members had their name displayed.

    Mephisto had not its name displayed.

    Fangskin had its name displayed.

    Sharptooth slayer had its name displayed.

    Ancient Kaa the soulless had not its name displayed.

    Diablo had not its name diplayed.

    • Like! 1
  6. 46 minutes ago, Flix said:

    Which ones? You make it sound like it's all of them.

    Yes, it seems it affects all super uniques. For now, I've come across Pindleskin (under Dragonmaw) and Colenzo the Annihilator (Nor Plat wall) and they didn't have their names displayed.

    Here is a late screen I took of Colenzo, we don't see its name: 1678420331-sacred-2-screenshot-2023-03-0

    Thank you very much for the patch and investigations.

    • Like! 1
  7. Hello Denoshir, what is your sound system? 5.1? Stéréo, headphone? I know that in some other games, the surround may cause some sounds to not be heard. Try disabling any surround you have applied on your speakers, try different sound options in Sacred 2 (there is a badly translated option that says "effects on center speaker", uncheck it).

    You can reinstal directx too, maybe it will help.

    • Thanks! 1
  8. There is a problem with runes for the Druid: one is called Explosion Artique (Artic Blast) but when you go to the Combo master for exchange, it is called Rafale (don't have the english word sorry). Same for Vignes empoisonnées which becomes Boule d'énergie at the Combo master.

    • Thanks! 1
  9. 28 minutes ago, Flix said:

    I think this is a side effect of me forcing some sound options in the file scripts/optionsDefault.txt.

    Hmm, I don't think so because there are no revelant options in the D2f optionsDefault.txt about music, effects, speech volume for example which are always reseting back to default. Plus, I saw there are some key remapping and my keybinds are not touched by that. And the last time I had this issue, it resolves by itself, I don't know how, but I haven't touched any files I think.

    And for the walk problem?

    Thank you my good Flix.

    Edit: I've deleted the optionsDefault.txt before reinstalling D2F and it worked indeed, it keeps my settings now. Thanks.

  10. Hello to all, I still have the issue (reinstalled) where D2F doesn't keep my sound options changes. Any ideas why?

    And also, my character is walking. I must have accidentally pushed one touch but can't find any to always make it run (I have to maintain pushed shift). Any solution?

    Thank you.

  11. I have a problem with D2F: it doesn't keep the changes I make in sound options. It reverts back to default at every start. Any way to fix it? Thanks.

    edit: now it keeps them, don't know what happened, problem solved.

    • Like! 1
  12. Ok, thanks. Usually I do the Unique mount quest that's why I haven't noticed. Have you missed my previous post with the multiplayer island blacksmith?

     

    I have crashes involving mss32.dll. 1662025020-sans-titre.jpg

    I have put version 7.2.4.0 of mss32.dll instead of the current 7.2.6.0 and I have no crashes so far. I know it has already been changed but it seems I have problem with it.

  13. Another thing: I'm in Gold and wanted to do the special mount quest but the questgiver in the Temple of the Gods in the Jungle has no interrogation mark on his head. Is there a prerequisite? (like maybe making the regular mount quest first which I have not done here).

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