-
Posts
1,013 -
Joined
-
Last visited
-
Days Won
51
Content Type
Profiles
Forums
Downloads
Calendar
Posts posted by Silver_fox
-
-
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.
-
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.- 1
-
If so then it has already been fixed within the upcoming IPB update. So as soon as they release the update it will be fixed.
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.
In rich text mode you just type the title, highlight it and then click the link button. To change a link title you highlight the link and then type over it. It's weird.
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.
-
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.
-
- Popular Post
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.
- 1
- 1
-
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.
- 1
-
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).
-
- Popular Post
- Popular Post
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.
- 2
-
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.
- 1
-
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.
-
- Popular Post
- Popular Post
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.
- 2
-
- Popular Post
- Popular Post
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:
white - A hint of madness, religious zealotry, or a church that oversteps its bounds.
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.
Flix, on 28 Feb 2014 - 05:32, said:
Ok time for the smallest but still interesting weapons post: new weapons that were hidden away and unused and never-before-seen (I believe). These all have models, textures and/or itemtype ID's, but no blueprints or drop chance. I only found 3, so it seems weapons models were more thoroughly used than shields (CM Patch team probably deserves most of the credit for that).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).
- 2
-
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.
- 1
-
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.
- 1
-
There was a plan to implement "Elite Mounts" for all characters with the CM patch - some creatures that would cost you a lot, but offer better bonus than regular mounts, maybe a special quest to get them too. But this idea is several years old and obviously got stuck in development. I guess it would be implemented sooner or later in one way or another, but judging by slowing down of CM development we would have to wait for quite some time to see the results in game.
Speaking of mounts, there was an old suggestion about improving the special I&B horses in some way (discussed in this ancient Mantis thread). The basic idea was to make the Flame horse and Unicorns differ from regular Charger in more than appearance to make a walk to the special trader in Blood Forest worth-while. From what I understand, czevak got swamped with other issues to solve and forgot about this little feature. Maybe you can take a look at these creatures? I don't know if it is possible to make them behave like aspectless special mounts (probably not), but assigning a different set of bonuses (maybe a better one than usually found on an average horse) seems not to be a hard task.
-
From what I remember, old DarkMatters site designs always sported a big Wiki button, shaped as a map or a shield like the one you can see on the wiki itself. Sometimes during one of the site renewals this design element got lost. Maybe it's really worthwhile mo make it come back.
And actually, there are still people who play games but haven't yet made themselves at home on the Internet. Such people never heard about the fact that nearly everything notable has a wiki nowadays, they oftenly do not even know that wikis exist at all. Well, some of my real-life co-workers do not even know that their favorite games have discussion forums. So having a direct button that would show everybody that we have a wiki and give them an adress of this wiki would not hurt.
- 1
-
I wonder if you paid attention to the 5 screenshots they posted on the official site: http://sacred3.deepsilver.com/en/media/?type=images
Not sure if these are new ones, but Deep Silver obviously considers them good enough to still keep around. the graphics showcased there is not stellar, but good enough, and the screens are quite obviously done in local 2-player co-op (characters have P1 and P2 marked on their circles).
- 1
-
- Popular Post
- Popular Post
But he told me about the races, and how instead of playing just a Seraphim, you specifically play Claire.
I'm not sure that guy you met was as well informed as he claimed to be, but that bit of information sounds true. From the heroes description (note, they do not call it "class description") it really seems that each character has his/her name, profession, weapon choice and fighting style set in stone. Let's hope that other things your visitor said are less true, as they do not bode well.
But if you read that list you might realize one thing - each class seems tied to a specific weapon type. In a way I think they may have gone along the same lines as Diablo 3 where each class has a specific kind of weapon that they can use. I know this hurts us hardcore fans and limits build creativity a lot, but it makes the game much more open to the public and doesn't intimidate players from giving the game a go.
Well, I do not really think that allowing some freedom in choosing your weapon is a concept that RPG players find intimidating. Do you? Having a preferable weapon type for a class is not a bad idea, but having it fixed and unchangeable is quite a limitation.
Actually, Sacred 1 and 2 were quite novice-friendly - you could not spend an hour just on character creation alone like in Elder Scrolls or Neverwinter Nights series. Yet, previous Sacred games offered some depth beneath their unserious, joke-filled ARPG surface, and that is exactly what people in this community love them for. That is why many of us are sceptical about new game design and have some expectations and wishes for the new installment in the series. Sacred 1 and 2 were games that could have been played without giving them much thought (you do not have to be a veteran player nor a skilled strategist to successfully beat the game on Silver and Gold and have your share of good time with it). At the same time, our guide section shows that people who were willing to pay attention to the game's mechanics could unearth enough information, game rules and formulaes to write a thesis about. Keeping that balance between simple and complex is a hard trick. I wonder if the new developers would manage it.
As for Diablo 3, its simplification was not really something people wholeheartedly welcomed. The franchise lost quite a lot of fans because of the game's new mechanics. Granted, the ones who stayed were more than enough to make a profit from this game, but that's Diablo, and its fan base was so huge that even if it was halved the remaining part would still be a big crowd. Sacred never was that popular, and outside its fan base game had a pretty bad reputation because of its bugs (those who could cope with bugs usually joined the fan base). I'm not sure how successful Sacred 3 can be if the game design would be completely different from what the fans want to see.
That said, I still hope that Deep Silver finally breaks the suspicious silence and tells us more about what they did with this game. That setup they have with characters is not hopeless, it can be interesting if done right, if different characters offer noticeably different gameplay (unlike in Citadel) and if there is a variety of Combat Arts to use and abuse.
- 2
-
I was unsure how to treat the Unlock Items, and somehow ended up looking at the main Legendary Database. It was already in good enough condition, so I decided to take a little time and make it better. First I went through a couple of pages that lacked images, then through those that had bad-quality stats. Pages that have good-looking stat images were left alone (for now), though they can use additional info and formatting, and maybe new "in use" pictures too. That's one thing I wanted to ask you about - old "in use" images for most legendary items are not really bad, but they are 150-250KB GIFs occupying the position where 50-80KB JPGs look better. They also were uploaded directly to the server and can not be normally resized - they use additional thumbnail files instead. As a result we have quite a motley collection of differently sized images that can not be adjusted to any standart. I wonder if it would be better to replace them, or at least to re-upload so that their sizes could be adjusted to something more uniform. What do you think?
As of now, Legendary Database is partially renewed and looks OK. I still need to do the Relic pages, but I'm going to look into them later today.
EDIT: I finished the Relic pages, so now everything in the Legendary Database has clear stat images.
-
- Popular Post
- Popular Post
Well, if I ever play Sacred 3, I'd start with Malakhim too. My favorite classes in the first Sacred were Wood Elf, Dark Elf and Battlemage (followed by Daemon and Vampiress), and this guy soungs like he is a Dark Elf with some Battlemage thrown in for a good measure. Besides, the others look more like standart ARPG classes you see everywhere.
Though it's a bit early to decide which class looks more promising, as we are yet to see how they can be played. I hope the developers would show some gameplay videos or at least fresh screenshots, so we could see how much they improved the game since the previous demonstration.
- 2
-
It looks wonderful. The template is still very neat and easy to use, but now it uncludes all situations possible in game: generic NPC names, custom captions, quests you are unable to decline - everything. If it's ready to be used in practice, I'll go through some pages I remember and apply these new options.
As for the breaks - if you copy from global.res, there is no need to worry about the line breaks. Being a simple HTML, global.res text already has all necessary formatting. It uses double <br> code just as you do in sample dialogs. Though if you prefer using some other way to start a new line, I'll gladly try it.
-
- Popular Post
If anybody is interested, the english translation of the russian text two posts above goes as following:
Regeneration Time for all Combat Arts can be calculated using the following formula:
RegTime = cooldown + (cost_base+n*cost_level+m*cost_level/2) / 100 * Stamina_mod * Buff_recuirements_coeff * Buff_bonus * Skills_coeff * Armor_coeff * Item_modifiers * Combo_modifier * Expert_touch * Alchemy_modThe variables in this formula are:
cost_base & cost_level - regeneration time constants whose values are set in spells.txt. They define the original regeneration time for each CA and regeneration penalty for each memorized rune. The values for these constants are set in frames (100 frames equals 1 second).
n - a number of memorized runes: its minimum value is 1, maximum is 200
m - a number of CA levels added by equipment (these additional levels give only half the penaly to regeneration time)
Stamina_mod - a modifier that depends on Stamina attribute. Its value never exceeds 1:
Points in Stamina | Stamina_mod
_______________________________
25 | 1
75 | 0,75
125 | 0,5
225 | 0,33
325 | 0,25
425 | 0,2
725 | 0,125
925 | 0,1Studying this sequence we can determine that in order to halve the regeneration time a character should have 125 Stamina points (+99-100 to starting value). Then, to halve the regeneration time again a character needs 325 points (+200 to previous value), the next time it would be 725 points (+400), the next time - 1525 (+800) and so on.
This sequence means that every next point invested in Stamina has less effect on regeneration time than the previous one. Though the same can be said about all the attributes.Buff_recuirements_coeff - a multiplier defined by Regeneration Penalty from Buffs (also know as Buff upkeep cost). Also includes penalties for riding Special Mounts. It usually exceeds 1 (the only exception is the High Elf's Grand Ingivoration that does not have a penalty).
Buff_recuirements_coeff = (1 + regeneration time +x%_1stBuff + regeneration time +x%_2ndBuff + regeneration time +x%_3rdBuff +x%_SpecialMount)
It can be lowered by modifiers that affect Regeneration Penalty from Buffs:
* Appropriate Aspect Focus (of the same aspect as the buff)
* Concentration Skill
* Stamina (its effect on Regeneration Penalty from Buffs is the same as on Regeneration Time and is described above)
* A "Regeneration Penalty from Buffs -X%" Item Modifier. Bonuses granted by different items do not simply sum up, but are calculated by special formula. The result can be nearing -100% but would never reach this value.
* Appropriate CA modifications* Penalties for riding a Special Mount can be reduced by the Riding Skill.
Buff_bonus - a regeneration time reduction granted by active buffs, Special Mounts or temporary effects from CAs. It is less or equal than 1.
Buff_bonus = (1 - regeneration time -x%_1)*(1 - regeneration time -x%_2)*...*(1 - regeneration time -x%_n)
It is affected by:
* Innate property of a buff (for example, Grand Ingivoration)
* Appropriate CA modifications
* CAs that increase chacracter's attributes for a short period of time* An Aspect Special Mount grants the rider regeneration time bonus for all CAs of respective aspect.
Skills_coeff - a multiplier that depends on the skills learned. It is less or equal than 1.
Skills_coeff = (1 - regeneration time -x%_concentration)*(1 - regeneration time -x%_focus)
It is affected by the following skills:
* Concentration
* Appropriate Aspect Focus (of the same aspect as CA)Armor_coeff - a multiplier that depends on regeneration penalty from Armor, 0 < Armor_coeff < 2.
Armor_coeff = (1 + regeneration time x%_1)*(1 + regeneration time x%_2)*...*(1 + regeneration time x%_n)
Each piece of Armor has an innate penalty to the regeneration time, that can be lowered by the Armor Lore skill. This penalty can be negative, which means that a piece of equipment makes CAs regenerate faster.
A penalty value from each piece of equipment is applied as independent multiplier to the resulting regeneration time value; several multipliers do not sum up, but applied in layers: 5 eqiupment pieces with -20% penalty each would not give a character -100% regeneration time, but only 100*0,8*0,8*0,8*0,8*0,8 = -66%.
Armor_coeff exceeds 1, when total regeneration penalty from armor exceeds 0,
Armor_coeff is less than 1, regeneration penalty from armor is negative.Item_modifiers - a multiplier defined by "Regeneration Time -X%" modifiers found on various pieces of equipment. It is less or equal than 1.
Item_modifiers = (1 - regeneration time -x%_1)*(1 - regeneration time -x%_2)*...*(1 - regeneration time -x%_n)
Various "Regeneration Time -X%" bonuses granted by different items do not simply sum up, but are calculated by special formula. The result can be nearing -100% but would never reach this value.Combo_modifier - if a character has the Combat Discipline skill and a CA is used in a combo, this multiplier is always less than 1.
Hard points in Combat Discipline | Combo_modifier
_________________________________________________
0 | 1
1-75 | 0,9
75 and more | 0,8Expert_touch - if a character was created with Expert Touch option turned on, this multiplier's value is set to 0.66, otherwise the value equals 1.
Alchemy_mod - This multiplier is always less or equal than 1. Its original value is 1, if a character uses Concentration Potions or Trophies the value becomes less for the duration of the potion effect. Multiplier's particular value depends on a type and effectiveness of a potion or trophy used."Chance to halve regeneration time +X%" bonuses sum up, having 100% grants a permanent bonus of -50% regeneration time. Equipping more than 100% of this chance does not have any effect.
- 2
-
The page for the Light of Eärendil is finished. I tried searching teh wiki for "Light of Earendil" and the search did turn up the page in question, if only because I used "earendil" in picture file names. Regardless, the search works, so everything is OK.
And so I finished the Community Patch Legendary Items. Now entire CM item database is complete and has new pictures and page design. My next target would be Unlock Items section. I wonder if they should have CM patch stat colors and frames, as installing CM is the only way to get these items without knowing the codes. On the other hand, the codes are still there somewhere and the items can be spawned without CM. Just wonder what do you recommend using - CM design or Fallen Angel one? Also, there was supposed to be an Unlockable shield too, but I don't see it on the wiki.
I'll update the first post of this topic with progress.
I also searched through the wiki and found these pages:
I guess these list random items of tiers 13-15 that were found sometimes in the past. I wonder how to treat these pages.
-
It looks very good, and not really more complicated than the original. If these additional fields would be optional and have default values, as you are trying to do, I guess it would be just as easy to use. And yes, a default OK button is a good idea, as most of the dialogues have it this way. The Accept/Decline are only for starting dialogues, and not even all of them. OK ones are much more multiple.
Quasimodo - Easter Egg?
in Sacred Wiki General Discussion
Posted
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.