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Posts posted by Silver_fox
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It looks like they're going with a "multinational" approach (each character class is named by their nation after all), but not a "multi-race" approach. "Races" in this case meaning humans and beings other than humans.
Curse my english. I thought of writing "multiracial" instead of "multinational" but mistakingly decided against it. One should not try being more politically correct at expence of being understood right.
And for some reason, I thought about likening to Dungeon Siege III from the very beginning of Sacred 3 discussion. A world that does not seem the same at the first sight, characters with fixed names, stories and professions, console-oriented development. I just hope that S3 would be able to avoid the same fate of nice-to-see-but-easy-to-forget game and would offer good dinamics and gameplay balance.
The other character classes are kinda bland. Big dude with big weapons, the "average" woman (calling her the Ancarian made me chuckle a little), pretty mage woman (sorry all love to the seraphim but she was always kinda 'yawn'), and ranger guy. At least none look copied out of other games but I don't think they've got much of voice yet.
The overall conception of: Warrior, Mage, Hunter, Ranger for these four is pretty standart RPG class approach. But that cliche can turn out interesting if the balance is right and abilities of these classes are fun to use. Seeing as they have some magical aspect added as a second skill, I hope it would be closer to the first Sacred where both elves, daemon and seraphim had secondary magical skills but it did not feel like an unnecessary addition slapped on top of a class.
I'm kind of intrigued by the "outta my way" approach to coop play. The Ancarian pushing the big dude back a step as she stepped forward into the fray. The "Victory is Ours, Glory is Mine" tagline. The "Outshine your friends" bit on the official site. I'm not judging one way or the other, good or bad. I think it's interesting, and I wonder how the attitude will factor into the feel of the gamplay.
Let's all pray to whatever powers we believe in that Flix turned out to be right and S3 offered a new approach to co-op playing. The developers' attitude on competitive co-op can mean two things - either "we have a new idea that can make our co-op more original and fresh than what other ARPGs have" or "we failed to make a normal party synergy and cooperative tactics so we decided to promote the game as a competition". It's obvious which is preferable. On a bright side - we won't be disappointed to not find many options to support our party mambers because the game focuses on different playstyle.
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Maybe there is a chance to refine a low-quality textures. Resourse textures for leather, metal and enamel can be found on the Internet without much trouble. Carefully layering them with the original textures would take time though. But these shields are interesting even in their current state. I did not noticed poor texture quality of spiked shields on these pictuers, and I don't think that in game somebody would move the camera closer than you did for this showcase.
I've seen a few wing-like shields in the game but that one takes the cake. It makes you want to put one on each arm. And then maybe climb up on the Griffinborough castle walls, jump off and just start flapping.
That just made my day, really.
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Me too! Or better yet. I hope they borrow a lot from Sacred 1. When I saw the "blood" mage appear in the trailer, (gonna be THE best character in the game btw. Just sayin! ), I got the feeling that Keen games is borrowing a lot from the old Sacred 1 Battlemage. Which would be awesome! The Battlemage was TONS of fun.
I just hope that you, as a well-respected community member, were allowed to know something that we, common fans, do not know. Because I really prefer your interpretation of bloodmage class to the impression I'm getting from his description on the official site. That description makes him look like Dark Elf rather that Battlemage - an assassin with dual blades and curse-type magic. Not that the Dark Elf was not awesome, but a Sacred game needs a good mage class - something that was present in S1 and Sacred 2, but is absent from many other ARPGs. Though even if this guy is an assassin, he still looks like the most interesting of the five.
And, as I mentioned the Dark Elf, had anybody heard of non-human races in Sacred 3? All characters except the seraphim are clearly human, while in S1 and Sacred 2 Ancaria was pictured as throughoutly multinational place - what with Elves, Orcs, mythical Dwarves, wise but oftenly violent Dragons and all other types of beings. Wonder if they keep that trait of the world.
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Amazing finds, Flix! It's astonishing how many itneresting-looking shields were quietly lying inside game archives, hidden from everybody. And what a waste to hide them like that, because many look more impressive than what was actually implemented in game.
As for ideas, I want to nominate Itemtype 11624 ("Spike Shield 2") for a name "Firebird's Wing" or "Firebird's Feather", because that's what its look reminds me of. For such idea Fire-related bonuses would be appropriate (both to defence: mitigation and/or DoT reduction and/or Opponent's chance to Burn reduction, and damage: Fire damage or all damage, + chance to Burn). Making it sort of anti-dragon shield, or shield for fire mages. Maybe making fire mitigation/ fire resistance scaleable with Shield Lore the way Fire Mitigation of Icingdeath scales with Dual Wield (can reach high value but is very skill-dependant).
And, as there was a cry for Sacred 1 items, why not to implement Dralkcib's Protection right as it was? Just swap "+Defence against Ranged" for Sacred 2 equivalent "Chance to Block: Ranged"(or maybe even Reflect) and swap "Parrying" for either "Shield Lore" or "+ Defensive Skills" and it's ready to go. Of course, you may prefer another idea, but that shield was good enough and makes a fine reference to Underworld.
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Just decided to show you, guys, what I'm currently killing my time with. I'm making a page for a brand new legendary that was added in the latest CM. That's a shiny (literally) little throwpotion called "Light of Eärendil" (also known as Phial of Galadriel) - another fine addition to our growing collection of LOTR Easter Eggs.
I only wonder if the page really should be named with an "ä" symbol. Game, of course, is God, but how well does the wiki take to unusual characters in the link texts? How easy would it be to find such page (I mean, how would the search treat it)?
Oh, and by the way, which "in use" picture do you prefer?
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That said. I think rather than editing the existing template, I'll create a new one for these special cases. For Sacred 3 I'll try to design a single all inclusive template.
That would be a perfect solution. I thought about suggesting it too, but of course you came up with this idea without any hints. Many editing programs have two versions of the interface - simple and advanced. Maybe the wiki should have a simple version of template that is suitable for most cases and easily accessible from toolbar, and an advanced one for those who know what they are doing.
As for how much of exception these cases are - they are not a big percent, but considering the amount of quests in Sacred 2, the number of dialogues that require advanced template would be several dozens. Aside from the Kobolds, there are unnamed quest orcs, and if I'm not mistaken some overlapping with playable character classes too. The Hermit case - the red link that would otherwise require a listing page, is very common. Custom button captions are quite rare, but there are about 10 quests that have them. Maybe more, there being so many of them it's hard to remember for sure.
I'm not sure how I'll be able to set up the buttons yet so that will take some time and creativity... Before I get going, is there anything else that needs to be built in?
I don't think there can be something else. The quest dialogue basically consists of three parts - an NPC name, the main text, and the buttons. The first and the last were already mentioned, the main text is already a fully editable wiki text, so I see nothing that can go wrong with it.
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I understand your point here. Though the real trouble is not even the Hermits. If you look at The Farm Owner quest (yes, the same one we used to test the quest template on), there is a Kobold Chieftain there. Of course, his dialogues are captioned "Kobold Chieftain". Except that this page actually exists and is a bestiary entry for a random enemy of the same name. When the links are red, a page can be created, but what to do when the links are obviously misleading?
And after all that, I would still request one tweak to the template. Please, add an opportunity to include buttons into the quest dialogues. Take a look at the Ancient Secrets quest to understand why - this one makes good use of custom button captions. If the dialogues are pictured without buttons, some flavor would be lost.
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Well, I know that some sections of the wiki need attention more than this database. Many links in the quest section are still red. I was working with quests in the past, I know I make good pages for them, but I also know that I can easily sink several hours into one such page. For now I wanted some smaller project, where being unable to spent half-a-day per page won't bring a work to a halt. These item pages take only several minutes to edit (longer if you count the time for making images, but still not much) and the result is quite noticeable. Now I do them in big bunches, later may work a bit slower, but there would be some progress anyway.
I don't think the template is warranted for stat images. They are small files, so I don't think much space would be saved by changing them to typed text. They are fast to make, once you have a screenshot - I actually doubt it would speed work up if I would have to find an appropiate icon and type out the modifiers by hand. There was time when I tried to type the modifiers into item stat images instead of using a specially configured magic wand selection - I know it takes more time. The only use for a template would be if we have modifiers as links - but that would give us trouble as the links do not normally come in all colors of the rainbow. Besides, if modifiers would be links, each database page would get over nine thousand of them and would become very slow. If you have time to work on templates, maybe you can look at the quest dialogs once again?
Though I'm afraid I would need some help later. When I move to the older pages there would be a lot of old images that were uploaded directly to the server and only you have a right to delete these. As of now, I wonder how this page should be treated: Sacred 2:Khral's? It is linked from set items page, but these items do not officially form a set. They are united by the same name, but it's not worth much. This way we would have to also create Gruma's, Charo's, Arnum's and other set pages as many names make multiple appearances in unique and legendary item. Still, I know better than to delete a page without asking first. Also, the images from this page aren't used in other places.
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Thank you for helping me to understand the issue with those items. Now that we established that they are really both unique and legendary, and as tier 14 items they have a right to be so, I tried making dual pages for them.
Here is one for Hammer of the Righteous. Please tell me, what you think of it.
And that's how it looks in the database: Community Patch Legendary Items#Hammer of the Righteous
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Aside from the generic fire demon bad guys (who kind of look like they came from Dungeon Siege II), I feel like I'm familiar with what I'm looking at.
When I first stumbled upon this video at russian fansite (wanted to look up a link to ciSacred mod which I know is still hosted there), the still-shot in the preview showed a close up of one of those horned flaming demon faces. My first thought - "Who is that? Diablo the fourth?" Luckily the rest of the video showed more Sacred aesthetics.
Can the Dragon Mage teleport around in smoke (that had BETTER be be a Dragon Mage, I mean look at him!) ?
This! If this fire mage has no connection to DM, I'd start looking for a pitchfork and a torch. Not just because the Dragon Mage was one of the most interesting character ideas in Sacred franchise, but because they copied his looks close enough. For some reason I hate when developers pay attention only to the surface of things, copying the looks (or just names) but not the meaning and stories of familiar characters and objects.
I could probably make peace with a smaller, non-open world. But for it to be Sacred I feel like there needs to be a large amount of skills, combat arts, and equipment combinations.
If I had trouble with small worlds, I won't have played Titan Quest and Torchlight for as long as I did. However, for me Sacred was always about all the places to visit and quests to do - the only singleplayer ARPG that offers a real sense of exploration. I can live without, but I would miss it.
As for the wish to see seraphim flying - it's a hard thing to make a flying character in full 3D RPG. Daemon's flying in Underworld was good, but it was so much simpler to do with the game's 2D landscapes. There are games that have flying, but those are the ones that focus on it quite seriously. Don't think they would bother making the whole flight mechanics for just one CA of one character. Though maybe she can jump very high with wings appearing during that process, or has some other CA with wing animation.
As of now I'm somewhat sceptical about Sacred 3. I don't really like the fact that they promote it everywhere as a "fun game to play with friends", up to the point of including 2-player hotseat (at least that's how I understand "an opportunity of playing a 2-player co-op locally"). I have nothing against co-op and party playing (God knows, I love it) but the games that narrowly focus on it during development and promotion tend not to offer enough depth to be interesting in singleplayer. Besides, having hotseat means that the game was targeted for consoles first, PC second - which usually means gamepad-oriented controls. I think it takes a good gameplay video to melt my heart.
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Gogo, I posted a link to another site that hosts this mod's files and I have them of my computer. If you think it is OK if I upload them and you title them with Lazy Tomcat's name, I'll do that today.
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The giude about Item quality levels vs Enhanced Perception - Magic Find - Bargaining has quite accurate description of item tiers and which of them is which.
And yes, tier 14 can be either unique or legendary. Other items of this tier include Methedrin's Scepter(Legendary), Nadjii's Splitter(Unique) and the famous Kal'Dur's Legacy that is known to spawn as both (was pure legendary in FA, drops mostly as unique in I&B, but those who had it from old days still see it as legendary). Also of tier 14 is Braggis' Law which even has two pictures on the wiki - legendary in FA, sometimes unique in I&B. Actually, this whole story immediately reminded me of Kal'Dur's Legacy and its tier change and now I understand why.
So I guess the only sane way to treat these items is to include both versions of the stats with appropriate note and include them is both unique and legendary listings. Unlocks are easier as they already have a page of their own so we don't have to think about classifying them.
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Well, if the special mounts end up being your task, and if your opinion about my writing is not very low (though I must say that my english is probably better now, at least today I can spot all mistakes and irregularities in this Redeemer book by myself), you might also want to look at this note on Mantis. That's a long storyline concept for the mount quest. It got some positive replies, but then the development stopped. I have no idea if there would be enough quest IDs to furnish it, or if anybody would like me to work on it further. I just wanted to tell you, that if you would be working on these quests and would like to take me on board, I'll finish this quest concept.
As for Redeemer, what kind of a quest would you have liked to try here? What is your opinion on the fitting idea for such quest? Which length would you like to attempt (I don't think I have a freedom of getting carried away with the writing, as you want to experiment on something smaller, and those IDs are probably very limited)? And finally, what opinion do you have of the text above? Would you like to see a quest continuing this story, or something completely different?
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Maybe there are two blueprints for them or something.
That was my first though, and I eliminated the possibility quickly by searching through blueprint.txt and other scripts for all items that use particular itemtypes (models and textures). Besides the blueprint 2954, which drops to me as Unique Bugslayer, the only ones that use the same model are clearly Paladin's Honour, Pyx's Cudgel, Grimwald's Guardian and a random rare club. There just isn't another blueprint that looks like it can be a legendary version of this thing. Wonder if I'm missing something, but neither blueprint.txt nor drop list can offer me something that can be an answer.
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Flix, how did you get there at all? I was just looking at this long forgotten topic to make a reference on the Redeemer's wiki page, and a moment later it comes in new content... I almost thought it to be a forum bug.
The book is a long-winded CM project, which is still open on Mantis (HERE, if you wonder about the progress). The book is in game, all scripts are intact, but it is excluded from drop lists until all translations are finished - and I wonder if they ever would as some translators are completely inactive nowadays. They wanted to get it out in v140, but got troubles with Polish language, and as I understand put it on hold again.
As for the quest, the development was delayed as me and Munera wanted to see a bit different stories... and then it turned out that there are few empty quest IDs left and other ideas for new quests might have priority. Anyway, considering the slowing down of CM development, I don't think anybody on CM team would now spend time scripting a new quest from scratch. I have a story for this quest sketched and almost fleshed out, but as I never seriously worked with quest scrtipting before, I don't think I'd be working on finishing it on my very own.
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Of course, seeing is believing. Not that I disbelieved before, the main reason for testing these items was to try to understand what causes them to drop one way or another. I wanted to see if the difficulty or character's level makes them switch their rarity, and I still have no answer. Maybe being boss drops matters? Or the area where they drop?
Now that it's clear that they drop in different quality even within one difficulty level, I can't help but wonder: Why they do it? What other items are capable of it? And, finally, how should they be classified on the wiki?
Actually, the question of what these items are is academic, since the bonuses are not affected by quality change and the items are equally useful regardless of whether they are unique or legendary. But what to do with wiki database? Link them to both Unique and Legendary?
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File Name: Bugslayer and Hammer of the Righteous
File Submitter: Silver_fox
File Submitted: 19 Feb 2014
File Category: Community Patch Mixed Items
This chest contains two hafted weapons that were added to drops with CM patch v90. Though all items in this chest were present in game before the Community Patch, so the chest should work fine even if you do not have CM patch installed.
The chest contains: Bugslayer and Hammer of the Righteous.
The information below applies to both weapons.
Item levels:
- Bronze difficulty: Levels 16 and 44
- Silver difficulty: Levels 44 and 80
- Gold difficulty: Levels 80 and 140
- Platinum difficulty: Levels 140 and 162
- Niob difficulty: Levels 162 and 200
as an added bonus the chest contains Gruma's Talisman - a legendary ammulet that was either added to drops in CM v90.
Instructions:
The chest file should be extracted from this archive and copied to the savegame folder. The location of this folder is given below.
For Windows XP:
C:\Documents and Settings\<userID>\My Documents\Saved Games\Ascaron Entertainment\Sacred 2
For Windows Vista and Windows 7:
C:\Users\<userID>\Saved Games\Ascaron Entertainment\Sacred 2
Be sure to back up your existing chest.sacred2chest file before doing anything! Installing this file will overwrite your Shared tab in your player chest.
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- Bronze difficulty: Levels 16 and 44
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As of now, the list of announced characters for Sacred 3 includes the Seraphim (who looks more like High Elf in the beginning of that trailer, but that's my opinion), Ancarian Ranger and Shaman from citadel, and somebody called Malakhim.
Though I'm not sure how close the gameplay would be to what we are used to see in Sacred. In some interview Deep Silver people gave recently (sorry, I can't give you a link as I myself only read the russian translation of this text) they said that each character has a weapon type assigned to him/her, so I guess we won't be seeing kung fu Dryads and pistol-wielding mages here. And it does not look like they did some essential changes to gameplay since they last showed it - it's still party-oriented and big open world does not seem to be planned.
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Outstanding. No other words for it.
An extremely interesting set - both its looks and its stats are good-looking, unusual and would be very interesting to try out in game. The very existance of this set can make a prospect of building a firearm-wielding Elf so much more attractive.
I saw you also posting about this set on Mantis. Are you going to integrate it with CM as well as with Flix's mod?
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I did some additional testing of these two items - got them to drop on all possible difficulties at different item levels (2 versions for each difficulty - 10 versions of each item, collected by 6 different characters). I see them as uniques all way long, though the stats are exactly like they are on the wiki. I packaged the chest and uploaded to DarkMatters downloads section, as we didn't have a download for either of these items before.
Though I got them not from bosses, but mostly as quest rewards, it should not matter. For a comparison I did the same with legendary Gruma's talisman (wanted to see if czevak actually nerfed it as he was going to do, and the answer is "no"). This one is legendary all along.
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I thought about the jewellery when I was doing the set pictures. It would be nice to picture the actual models, but the only way it can be possible in game is by somehow disabling the beams and sparks that fly around all drops (and around uniques they are excessive). If you know the way to turn off the all the special effects, it may be possible to make pictures of the jewels. Otherwise, the best I was able to get looked like this:
Same with the Sigils. Each of them has a unique rune design, but how to showcase them besides showing their inventory icons, I don't know.
Thank you for reminding me of the Item Modifier page. And really, the regen time page wins the prize for the least intuitive name in the wiki. I was thinking about it for quite some time... because when you write "Regeneration Time" and the link goes red, you start to suspect that something is wrong. Such a cornerstone of the game can't be without explanation. Of course I found the page, but finding it didn't help me to understand why this name was chosen. I understand that when the regen time -% spawns on item, it has a colon in the modifier text, but the page is rather about one of the principles of game mechanics than about a modifier that uses this principle. After all we don't have Aspects page spelled with the colon...
I'm working with CM Legendaries right now, and can somebody please explain me one thing. Namely, this:
Both items are listed on the wiki as legendaries, but when I actually see them in game for the first time, they spawn as uniques. And to think of it, czevak listed Hammer of the Righteous as "unique hammer" in change logs (that is why the red link for it was on the unique page). But there definitely were screenshots that pictured both items as legendaries, unless the red background of unusable items plays tricks with the text color. Or maybe they spawn as uniques at some difficulties and as legendaries at the others... I don't know what to think. In blueprint.txt both are labeled as uniques and I see nothing in the description that indicates otherwise, but I'm not the greatest expert in item scripting. Their blueprints are 2954 and 2955 in case anybody wants to take a look for themselves (and 2953 is Tiddlywink, all three of them seemingly being a part of a promotional giveaway).
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Everybody looking for this mod can find a working link in This post.
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Flix, here are the links for both LazyTomcat's personal mod for CM and for ciSacred (hosted on russian official Sacred fansite).
LT's mod for CM v120: http://allsacred.ru/uploads/sacred2_ice/mods/LT-CM-Mod_0120.zip
ciSacred as of 16.04.2010:
For singleplayer: http://allsacred.ru/uploads/sacred2_ice/mods/[ru]ciSacred-Mod_for_Sacred_2_I&B_1.30.2_SP.rar
For multiplayer: http://allsacred.ru/uploads/sacred2_ice/mods/[ru]ciSacred-Mod_for_Sacred_2_I&B_1.30.2_MP.rar
They also host some other old mods, so ask if you need something else.
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Some time ago, Flix reminded us all that many of the old pages for Unique and Legendary items look quite bad (if not to say worse). Most of old images are almost unreadable, many item pages look underdeveloped. Now that Flix sinks a lot of his time into improving the information on various item and item modifier pages, it's a pity that readers' impression of these pages is worsened by bad image quality and unfortunate formatting.
So what I am doing:
- New pictures, of course. I'm changing old pictures that showcase item stats as well as the ones of item in use. Of course, I'm not going to change good-quality pictures, only the less fortunate ones. All pictures would be edited in a uniform way to make a page look more neat. And of course only small GIFs for stats, so maybe some server space would be saved too (though that's not my main goal).
- Adding standart information about spawn levels, appropriate skills and attributes next to all item stats.
- Formatting the individual item pages so that they had more finished look (or at least did not look neglected) - making sections for modifiers, notes, maybe see also.
- Modifying individual pages so that pictures and essential info from them could be included into the main database page instead of being copied over. This prevents information from doubling, so we won't have to wonder how many more pages we would have to go through to finally change a certain picture or bit of information. Besides, it currently works for set items - why not for uniques?
- Changing database pages to inclusion instead of copying.
Other than that, I'm correcting red links, but only if I remember what a correct version is. I fill in only mundane information and the facts I can easily remember (ones that do not require additional research), so I don't think that my work would completely eliminate the need for Flix's crusade against red links. Basically, I'm more concerned with how the pages look and check that nothing essential is missing.
As with all modification/overhauling work, I don't want to proceed without feedback. So, to start the project, I modified the Community Patch Unique Items page and all its subpages for individual items. These weren't the pages that needed it most (and were the ones that changed least), but they were the pages I initially made and I felt more free experimenting with them. So I want to hear what you think. If you approve of the look and feel the CM section of the database currently has, I'd move on and bring more sections to look like this. Suggestions and feedback are not only welcome but necessary.
Once I'm done with defining a final look for the images and page formatting, I would of course post a description of what format and editing I'm using, so others could do that as well.
On a side note - as all good images in the main database have blue background on stats, I'm going to make new stat images for original FA and I&B uniques blue as well. CM ones are made with black background to match the actual CM interface.
Already finished sections:
Community Patch Legendary Items
Legendary Database (more or less - all stat images look good now; will probably revisit later to see what can be done with "in use" pictures and individual pages)
Currently Working On:
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Unique and Legendary Database Renewal
in Sacred Wiki General Discussion
Posted
My concern was either for the search - many people do not even have the "ä" on their keyboards so they won't be able to search using it. But Google treats "ä" and "a" as the same letter and finds it easily enough. I'll try the wiki search when I finally stop wasting my time on the forums and get to finish that page.
And that second pic is my fav too, I just decided to show the other attemps in case my taste fails me. The thing is - it was taken at night and I usually try not to use night pictures for item showcase. But it's so bright that it looks good. Light of Earendil - turns a night into day!