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Silver_fox

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Everything posted by Silver_fox

  1. That question was asked of CM patch developers more than once and Czevak always responded that it is technically impossible. I guess the original game developers did not want to handle all possible combinations of dual-wielded weapons, like gun+gun, sword+gun, gun+throwing weapon and other things like that. Because of that dual-wielding ranged weapons is just impossible.
  2. I don't mind the gauntlets, even if they clip through the sleeves. They seem to match the rest of the set that looks like the armor is applied to the robe, merged with it, rather than worn atop of it. I don't think it's a bad thing. It's a bit like Asha set for HE - once you've got all metal parts colour-matched, they blend in and don't look foreign or clipping (they might clip actually, but nobody notices it). You did great job on the textures and I like this set so much more than the original 3 aspect sets.
  3. Finally you've given us a sneak peek at what the new Inquisitor's set is going to look like. Your textures are really good and suit the models well. Though I wonder where the golden part that clips from above the black knee pads is coming from. This little triangle looks a bit strange with all other metal recolored into dulled silver (or nickel) and black. It does not distract from the main impression, so it won't be bad if you won't find the texture responsible for it. And the glow on the belt buckle should probably be switched from pale blue to pale purple to match the shoulder pads. The golden chord + glowing blue buckle part of the belt is coming from the Magic standart armor (white version). Not sure if you'd want to keep it golden (maybe it's not a bad idea, considering the headpiece), but the glow would look better purple. I'm very curious about the stats, but the look alone is enough to call the set interesting. The textures you gave it look serious and impressive. Finally the Inquisitor got himself something that looks like armor and does not hurt the eyes with its brightness. That's one powerful guy you don't want to cross. P.S. The staff is a perfect match. Previously you said that there would be a "big badass staff" and this one totally fits the description.
  4. From the wiki article about Damage Mitigation: This statement is correct and tested by a lot of players.
  5. This guide was written by Mibbs in russian and sent to me via PM. I merely made a translation. Influence that Skill Level has on Locked Item Modifiers Some Item Modifiers require specific skills to be unlocked. Bonuses this modifiers grant to the character depend on the level of a skill required to unlock them. For example, some types of armor drop with Detrimental magic effects -X% modifier that requires Armor Lore Mastery and scales with it. Every hard point invested in the respective skill (255 points maximum) increases the bonus from such locked modifier. 1. Item modifiers whose bonuses from different sources are normally added to each other (1+1=2) and Block chance: Close Combat/Projectiles/Combat Arts +x%. You can calculate the resulting bonus for these modifiers using the followin formula: Resulting Bonus from a Locked Item Modifier = Base Bonusnote + Base Bonus*Skill Level/255 Where Skill Level is capped at 255. Additional bonus is applied directly by multiplying with the Base valuenote for the Item Modifier Bonus. The Bonus' dependency on the Skill level is linear, when the Skill level reaches 255 the resulting bonus is approximately 2 times bigger than its base value. Approximate increase in the bonus granted by an Item Modifier after n points were invested in the respective skill: _______________________ n | Bonus increase _______________________ 1 | 2%, 50 | 18%, 75 | 27%, 100 | 36%, 150 | 54%, 200 | 72%, 255 | 90% If a modifier requires Skill to be Mastered, it would have its bonus value increased by 27% immediately after being unlocked. Note: It is necessary to keep in mind that the Base Bonus for each Item Modifier depends on a difficulty level. The higher the difficulty is, the bigger Base value bonuses have. Inctances of the same unique item found on Niob and Silver would have 33% difference in Base Bonus values. 2. Item Modifiers whose bonuses from different sources are applied in layers or have diminishing returns, for example Opponent's Chance for a Secondary Effect, Detrimental Magic Effects -x% and others. For these modifiers the skill bonus is either multiplied by the base value, but the additional bonus granted at each skill level is significantly smaller than in previous example. Bonus increase for these modifiers is a linear function and for n points invested in skill results in following values: _______________________ n | Bonus increase _______________________ 1 | 1% 50 | 6% 75 | 9% 100 | 12% 150 | 18% 255 | 30.5% If a modifier requires Skill Mastery (75+ points invested), it would have its bonus value increased by 9% immediately after being unlocked. 3. Item Modifiers that appear on Shields Locked Block chance modifier that appears on shields has its own dependency on skill level (it does NOT apply to similar modifiers that appear on armor pieces!) For n points invested in skill it would be the following: _______________________ n | Bonus increase _______________________ 40 | 50% 80 | 75% 192 | 100% 255 | 110% For example, if Kira's Wall has 43.7% Block chance at 1 point in Shield Lore, than at 255 points it would have 43.7*2.10 = 89.4%. If a block chance modifier requires Skill to be Mastered, it would have its bonus value increased by 72% immediately after being unlocked.
  6. How about naming these clubs after symbols of royal power - Sceptre (the one with stylized eagle that actually looks like a symbolic wand) and Globus cruciger (the round one that has crosses as a part of its design if viewed from the side)? And the set name can be something like "Regal Insignia" or "King's Power". Another idea is naming them scepter and hand of justice after an ancient constellation called Sceptrum et Manus Iustitiae, or maybe even keeping the latin names if you feel like it.
  7. Edited the text to incorporate some changes and additions that Mibbs wanted to make. I wonder if this text should go to a special section on the Regen page or to a special page in the giude section that is linked to the main page for regen time. What do you think?
  8. I sent you a PM with the blueprints. Now I wonder what droplists are you planning to add them to. For my game I used the same droplists that are used for normal unique swords, as well as additional quest rewards pool (random set and unique items that you sometimes get for quests). Though maybe you have different plans for lightsaber dropping. By the way, do you have any idea why Bringer of Light is quite rare? Maybe it's just my bad luck or great overall number of items that make it hard to get, or maybe it was included only to limited number of droplists. Oh, and today we seem to post to this topic at the same time. The first time around my post came 2 min later then yours, the second time it was the other way around. I hope nobody here minds double posting.
  9. Sorry for the double post, but you posted a request for double lightsaber ideas when I was typing another lightsaber suggestion. There are some modifiers that I had in mind for lightsabers but did not get to use, as well as other ideas that would look better on two-handers. So I'll give it a try and you decide if you like the result: Maul's Swordstaff (obviously a red double lightsaber, damage modified to add fire and poison) Chance for Double Hit +X% Opponent Level for Death Blow X% Chance to Hit Additional Opponents +X% 2 gold sockets This setup should not be too mighty because there is a one-hander with double hit, 2 gold sockets and other yellow and blue modifiers (Barenet's Judgement). As a double lightsaber (by the way, they actually were called swordstaves in some Star Wars games) leaves no room for a second weapon and/or shield, I think it is warranted to give it a higher chance to double hit (like Ancrid's Blade or Michel's Forging Hammer, but not higher than that because it would be pushing into legendary category). Double Hit and chance to hit additional opponents can be interesting to try together, because they can result in dispatching several opponents in one hit even without CAs. Jedi Mind Trick Survival Bonus +X% Chance to Slow Opponents by 25% +X% Chance to Evade +X% Attack Speed +X% 2 gold sockets You control the mind of your opponents to make them sluggish and clumsy and prevent them from noticing how you hit them. Fast. But seriously, attack speed works in good synergy with chances to slow and/or stun, but these modifiers usually do not come together on one item. And there is no two-hander that increases Survival Bonus, so why not make one.
  10. 60+ new items!!! And that was something that you called "a small mod"... I'm already eagerly anticipating the release because even the items that were showcased before make your mod very interesting to try out, and there are many new goodies we haven't yet seen. You know, with such big update some players can be moved to go back to playing Sacred 2 to collect all the new stuff. It's also good that you set the release date for the first version, because you and/or the other members can always come up with new ideas, and if you wait to incorporate them all you might end up never releasing the mod at all. Meanwhile I started playing my Jedi character again and quickly got tired of the fact that there is no real chance to get a weapon upgrade from drops. There is only one Unique lightsaber that seldom drops, it requires Sword Weapons Skill and lacks some modifiers on lower difficulties (I need to update the wiki page with its more complete stats). Here are some things I made for myself, so that I had some interest in weapon drops. If you don't have other plans for lightsabers and happen to find the following items interesting, I would really love to see them added to your mod. It's a good idea to have all item additions in one place and maybe others would find these weapons to their liking too. The goal was to expand the lightsaber pool so that Willpower-oriented characters had something to look forward to. Also, as both Power of NIF and Bringer of Light have additional damage types scripted as Magic+Fire, I wanted to add some variety to damage types as well. The Dark Side (only red in colour, additional damage set to fire and ice) To match the name, this one is attack oriented and favours more aggressive playstyle. You can compare it to vanilla one-handers Vlandhar's Revenge and Barenet's Judgement. This lightsaber was given worse sockets than Vlandhar's in favor of having a yellow modifier. Disturbance in the Force (comes in blue and green, additional damage set to magic and poison) This lightsaber has defensive/supportive modifiers to be used by a dual-wielder and/or party tank character. As dual-wielders do not use shields I always felt that it might be useful to give them some other way to boost defense if such boost is needed. Better sockets were given to compensate the lack of actual fighting bonuses. Stamina bonus is on par with willpower bonus from NIF and less than stamina bonus on a legendary Magisil. RPH is on an average level found on unique weapons. Windu's Mace (only purple in colour, additional damage set to magic and ice) As the other two add to offense and defense, this one boosts CA usage. I wanted to have a normal fighting weapon that adds to CA range, so here it is. CA range is set lower than on Nlovae's Mystery and various set completion bonuses, but higher than on a Blade of Mages (because, honestly, Blade of Mages gives too low a value to have noticeable effect). Chance for secondary effect is of a great value for lightsaber builds, so I added it here, but values are not high in comparison to other items (though not so low as to be useless). Lower quality sockets were given to offset the useful modifiers. If anybody is interested, I'll share the blueprints, though of course new blueprint numbers and nametags would have to be assigned.
  11. English version of this inscription says: "A will is a dead giveaway." Russian version means "Making a last will means that you give all your goods away for free. But no sooner than you are dead." which I take as an attempt to translate the english version. Spanish version is "La voluntad lo dice todo." which also seems to be a take on the english one. So, quite probably we have an Easter Egg that was lost in translation because the translators did not get its meaning.
  12. When I looked at my various posts again, it dawned on me to ask if we can choose which information we have on our profiles is displayed on forums beneath the avatar and which is not. Right now, whenever we change specific fields in profile settings, they are immediately displayed in posts, even if we reset them to defaults or otherwise make them not informative. For example I got stuck with quite silly (and a bit corny) gender label because after one of skin changes my profile suddenly started telling that I'm a girl, though I never made such a setting (probably because new skin had different default than the old one or something like that). I reset the profile so that people wouldn't get wrong ideas - and ended up with a new setting following me everywhere. Likewise people sometimes have second thoughts about telling real name or location and have to come up with some joke to replace these fields with because it's hard to prevent them from displaying at all. Also, gaming platform is now an exclusive field, while nothing prevents people from owning games for several different platforms at the same time. When S3 would be released it would become even more complicated, as some people would have, let's say S1 and Sacred 2 for PC and S3 for console. Maybe we can allow multiple selection for this field, or at least allow to clear it entirely.
  13. I decided to leave Legendaries alone for now, as they are already decent looking and other sections are in more dire need of attention. So I'm working with Unlock Items now. Did a couple of new pages for missing unlocks: Kroll's Law and Grunwald's Protection. Now all 37 of them are present on the wiki. Also sorted out the main Unlock page and started working with image replacement. Will continue with them later this week.
  14. Good to know that at least some issues will be fixed in IPB updates and you don't have to come up with your own solutions and workarounds. Now, it is weird. Would have never thought to try typing over link text as most editors treat it as text replacement. Or maybe it's just my personal problem - when I don't see an interface option that does what I need, I tend to think about typing code by hand before trying less intuitive approaches to the interface. Probably that tendency to solve all problems by manual coding is just a side effect of my occupation as a programmer. I'm glad to find out that the interface is working fine, so don't mind me asking about it. The TO DO list has already grown big enough, and I see nothing that is missing and can be added to it. Though maybe when you start working on it you'll see more things that can be done to improve it.
  15. About getting lightsabers: white and blue ones can be bought from traders if a character has some levels in Bargaining skill. Probably very high Bargaining can get you yellow ones too. Bringer of Light and random golden (random uniques) lightsabers drop sometimes from various bosses, but not frequently at all. Probably the overall number of set and unique items in game makes particular ones hard to get. I ran a Jedi build myself, and I can testify that you should not really count on getting these uniques. They drop rarely and for me they dropped only on higher difficulties, so it's easier to just obtain another NIF. As of NIFs - if you start a Multiplayer Campaign with a Singleplayer character, the quest process on server would not be saved (the same with starting SP campaign with MP character). However, experience and items the character earns in this game are saved. This allows you to complete quests as many times per difficulty as you wish. And as a quest reward Power of NIF always drops on par with character level. Yes, running to the jungle to trigger the switch and then to the office and to visit Frank again and again is somewhat tedious, but you can do it as many times as you wish with the same character on the same difficulty level. From what I remember Power of NIF doesn't drop outside of the quest, so if you want a NIF-centered character repeated completion of the Epic Office quest on specially created LAN servers is the only normal option to get the weapons. The only way that is simpler than this is to alter the scripts and droplists so you could get items as you wish, but it's quite game breaking. To tell the truth, this game does need more lightsaber variety. If there were more unique and legendary weapons they would have dropped more frequently.
  16. It's so good to see you again, Knuckles! I'm glad to know that you are feeling better and can visit the forums again. Thank you very much for everything you are doing for this community and its members. You always were a great help for everybody here, and not only because of your generous donations. I can't speek for everybody, but for me your attention and advice were the reason I soon felt at home at DarkMatters and quickly learned how to edit the wiki. Not to mention that quality and quantity of your wiki work always were huge inspiration for other editors. It was quite sad when I came back to DarkMatters and you weren't here (even more so when I learned that you are away because of health problems). So when gogo informed us of your help with the payment, I took it as a good sign - that you will be back someday. To tell the truth, I'm glad you're stuck here, because it was kind of lonely here without you. Don't worry about the wiki - Schot and gogo , me and Flix and others are keeping it alive. There is nothing like one of your huge heroic projects in the works now, but there are still some new edits almost every day and new information added to the pages. Ironically, this whole situation about helping DarkMatters in some small way turns out to be exactly the opposite for me. I always wanted to do something to support this community, but I never had an opportunity to officially become a Supporting Member (and probably never would because PayPal just does not work correctly with my country). So I'm simply trying to contribute some work to the wiki whenever I have time for it.
  17. It's a good thing that you've fixed this shield. I'm currently working on renewing the wiki pages for unlock items (started in the middle of the last week, but real life and server instability got in the way of wiki work, so the first results would be visible only tomorrow) and I'm going to add the missing ones. The wiki lists only 35 of them, while the Unlock items thread on DarkMatters clearly talks about 37. Besides the shield, there is one more item that is missed from the wiki list. It's a two-handed sword, blueprint 2462 "unlock_sword_2h_krollslaw". Not sure if it can drop normally with CM, or has the same trouble as the shield. Adding simpler looking unused items to regular droplists is another good idea. You've found many items that aren't showing in game, and making uniques out of all of them might be troublesome, besides some aren't really inspiring. But letting them go to waste when the game can always use more diversity is quite sad, so adding these things to random items pool for better variety of drops is a nice solution.
  18. It was interesting to see this old skin. Forum software changed since then and this skin looks somewhat outdated now, but the design is so different from what DM exploited all the time I've been there it comes as a surprise. All the functionality I see currenly lacking or misbehaving is certainly not your fault and most probably not a skin feature at all, so I don't know how much you can do about it. Still, it would be nice to have working wiki tags, in-interface ability to insert title/caption for external links without having to type BBcode by hand and more comfortable quoting (right now it's a bit annoying when you edit quoted text to take only a part of it and then see quote caption suddenly popping in random places of the reply post and other things along these lines).
  19. These two-handed swords look brutal, in a good way. It's a bit funny how these somewhat rusted simply shaped weapons look just as impressive as the most elaborate designs for this weapon type. Maybe that's because they look effective and obviously used in practice - these are the swords for real fighting, not just dress weapons to attend military parades with. Very fitting for the Shadow Warrior, who looks capable and dangerous when armed like this. Staves are another good find, I especially like the Cobra staff - never noticed that Lizardmen have such amazing weapon design. This design looks somewhat ancient egyptian, sadly it's too big for the game's honorary Anubis. I always felt that the game needs more interesting two handed staves. It's a classical weapon for a mage, but in Sacred 2 casters are so much better off with one-handed something and a shield that characters with the most "magical" weapon are quite rare. Blood Dryads' staff is interesting too, though maybe this one is better wielded one-handed as it is a bit shorter than two-handed staves usually are (some fighting animations might end up hitting the air in front of an enemy). New models for daggers/short swords might be useful too. As of now, we have much more strength-based swords than dexterity-based. Strength-based uniques are better ones, too. So if you biuld a sword-fighter the odds are in favor of choosing Strength as the main attribute. Maybe better variety of dex-based weapons would make appropriate builds more interesting to play and experiment with.
  20. You know, Gilberticus, it is quite possible that the reason you're enjoying D3 now is not that you were playing the game in a really wrong way before. Truth is that Diablo 3 actually noticeably changed during all that time that passed since its release. There were several patches that altered mechanics to some extent. In fact it feels like the more time passes, the more D3 strays away from its original design and a bit closer to what Diablo 2 was, to what fans want to see. It is quite possible that when you played it the first week after release you thought that it was boring because... welll, it was boring. I know more than a few ARPG fans who thought the first versions of D3 to be a boring failure, the ones from around last summer to be OK and the latest ones actually quite enjoyable. Maybe it just so happens that you are one of the people who feels that D3 changed for the better.
  21. Don't know if I was the only one seeing it, but for me both sites were down for quite some time. Now that they are back, I can't help but wonder how much of such instability we should expect in the future and when the turmoil finally ends and the server would be stable. I guess it would be better to pause the wiki activity until the server would stop disappearing, so I would like to know when we can consider it safe to edit as much as we like.
  22. That's one good plan full of good ideas. The only thing I have to advise is caution you against making a design too graphics-heavy as it might make it sluggish for people with limited bandwidth and those who access the web via mobile networks (either using mobile devices for browsing or 3G modems). Though I guess you know it very well without any reminders. Perhaps wiki design should be somewhat simpler that DarkMatters and Sacred 3, because no matter which Sacred it is about, a well-written wiki article always contains a lot of context illustrations, in-text icons and other imagery related to the topic of the article. Having such articles surrounded by heavy interface can be distracting, and I guess if we have to choose between using images for articles or for interface, articles are preferable.
  23. Interesting association, SX, did not expect this one. Though I think it would be better to refrain from using references to modern politics in game, if only because of the fact that real-life people and events are too complex to undoubtedly fit into Black and White morality. Real people are never ultimate angel-like good or grotesque supreme evil. And considering that nowadays politics always involves a lot of propaganda, you can never know beforehand how people of different countries and cultures would react to allusions you make to figures and events in history. I'm not commenting on your particular example, just generally cautioning against using political views even as Easter Eggs. That being said, I really like the fact that Flix uses mythological references in his sets and items. That helps to add meaning and depth to item names without having to come up with in-universe lore books and explanations. When you see such names in game they have more meaning than just some unknown foreign sounding names that strike no chord because they have no story behind them. Besides, nowadays references, allusions and parables are the main application of ancient myths anyway. As for the white Inquisitor, I just recently looked into a TV Tropes page about usage of color in Character Design for games and other media (not the most serious writeup, but the tendencies are shown correctly). One of the meanings of White robes on a character is listed as: Which is quite fitting for the Inquisitor. As such usage of this color is known and to some extent expected, chances are that the players would get just correct associations seeing "holy man" styled garb on the Inquisitor. These new weapons are a good find, all of them. I agree with you that the axe has a wicked design, and it is also unusual and well-detailed. It's one of the items that just have to be implemented just because they are too cool to collect dust in some forgotten archive of the game. Blowpipe looks interesting too - its cigar-like look gives the phrase about "smoking the enemies out" a whole new meaning. Not to mention the fact that unique and legendary blowpipes are not exactly multuple (3 uniques, 3 legendaries, 1 set - now compare to the number of swords...) The sword, from what I can see, is the Sereish Steel of Thunder. So, as you still list an attempt to bring Sacred 1 items to Sacred 2 as a sheduled project, maybe it is worth-while to look what can be done about its animations (such things are not impossible to fix, throwpotions initially had messed-up animations but were eventually corrected).
  24. You did a very good job with this icon, Schot. When I came to DarkMatters today the wiki link was the first thing that caught my eye even though I wasn't specifically looking for it. Its yellow color complimented by the money bag is strikingly bright compared to the rest of current site design, so the link effectively draws attention despite being quite small. It's a good way to put an easily noticeable link without altering the design too much.
  25. And here we have some more interesting items that can be modded into the game. The wooden 1-handed hammer looks a bit familiar, but I certainly haven't seen its like since the first versions of Fallen Angel. It can be that they should be shopped by characters with high bargaining, or some change in droplists removed them from drops or restricted to a specific area. The second 1-handed hammer (silver one) certainly drops and is even pictured on a wiki pic for High Elf's aspectless mount (yes, that's not the most logical place to look for a weapon image, but it's still there), it just seems that for some reason Knuckles missed it when he was doing his weapon pages. Never saw the two-handers before, though I admit that I haven't spent much time playing SW or shopping his items, so maybe I just missed them. These scythes definitely look memorable, and condidering that there are no unique or legendary items of that type yet, maybe they can be made into some, even though they are confirmed to drop as rares. And that Inquisitor's armor does not look half-bad. If that's a rejected version, I wonder what the final would be - must be very good. As I understand, you are going for something darker with this set to match the skull-helmet, and that's a good idea. But I have to admit that seeing a light and golden Inquisitor is refreshing (finally something that is not dark of toxic green). After all, evil characters, especially evil priests, are sometimes portrayed wearing white or light-colored clothes.
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