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Silver_fox

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Everything posted by Silver_fox

  1. Greetings to all SacredWiki members, old familiar faces and newcomers alike! After a long time of absence I dropped by to look up a few facts on the wiki. I should have known better! I noticed all amazing new things that were added since my last visit - a lot of hard work done exceptionally well by Knuckles, new original ideas by Flix and valuable contributions by all the others - and of course I felt a certain editing itch. Now I don't think I would be able to stop myself from helping you again, maybe not on a daily basis, but who knows... Now, to the point of why I am posting here of all places. Your hard work with dialogs is noticeable and the results are impressive, but now I wonder if you are really going to retype all this tremendous lot of text by hand. The first thing that came to my mind is that there is a way to reduce the recreation of quest dialogs to a matter of copy and paste. With all modders around, it's a bit strange that noone suggested extracting the dialog texts from main global.res file which contains all in-game texts (if somebody had actually suggested it before and this idea was declined, I apologize for bringing it again). Granted, extracting exactly all texts for a specific quest requires some knowledge of how quests are scripted, but it can be done (you can try asking marcuswob about this). Or you can simply decompile the global.res into one big text file and then use find option to locate the dialog you need and copy it (it would require you to type the first couple of words into a search box, but it's better then typing the whole dialog). I know that CM-patch devs did not want such resource files to be entirely public, but there is nothing bad in allowing few wiki members have access to them. I used to have such big file with all in-game texts in it. I'd share it if you think it can speed your work up. At the very least, I think I should handle the dialogs for CM-patch quests as I already have them all extracted or typed. Also, there is one qiuestion I have about using the template - what should be used as a caption for phrases said by a playable character? In actual game you see character's name there, so of course screenshots on the wiki show a variety of names chosen by contributors for their chars. But as a template is a more universal thing, it should be impersonal. So do we link a class name to these dialogs (using 'Seraphim' or 'High Elf' instead of character's actual name), or is there other idea? The last point to mention is that the template really does need some ability to add buttons. Maybe optional, as most of the dialogs are of standart Accept/Decline/OK variety, but it is needed, for I recall a few quests with customized button captions (Wolfie's 'Ancient Secrets' is the first to come to my mind) and a few more that can not be declined (they use OK template instead of Accept/Decline). P.S. It seems that with all changes the wiki went through, my login had expired. Can you please restore it (if you don't mind me hanging around, of course).
  2. Hey, Knuckles, is your new project about aplying the new quest template and adding the missing images to old quest pages? I just saw your recent edits on the wiki and it really looks like that. If that's right that this project is going to be quite a big one as the quests are very multiple. I was doing quite the same thing some time ago. The difference is that I was aspiring to change all images for the ones of better quality and also edited the text to make a storytelling a bit better. Thus I was doing a lot of work that wasn't adding much to the wiki... which is why I put this project on hold and switched to the pages about new CM content. The thing is that I have quite a lot of pictures that I prepared for the quests but never got to uploading. Maybe I should dust them off and finally upload to the wiki so that you won't have to do the work that is already half-done? I started to gather the images after my character left Sloeford and I have them prepared for most of the quests in the Western Tyr Lysia (west of Thylysium). So if you want me to help you I can take this part of the job.
  3. All set items you mentioned can drop from monsters and as a quest reward. All you need to do to get them drop is to install the CM patch. The Download button that can be seen on the Wiki is for those players who don't want to wait for the items to drop in game - they can download a chest that contains the items that were gathered by other players. But if you download a chest that contains some items from CM patch, you need to install the patch in order for items to appear in these chests. To put it simple - if you downloaded and installed the CM patch, you don't have to download anything else to see the items, but if you downloaded any of CM patch chests, you have to download and install the CM patch. By the way, if you play the Seraphim, you would see items from these set dropping quite often, but only after your character reached level 15. As for the Redeemer, at the moment it doesn't have its own quest, so it drops just like any other Legendary (which means that it drops rarely and only from bosses).
  4. File Name: New Set Items from CM Patch v130 File Submitter: Silver_fox File Submitted: 28 Nov 2011 File Category: Community Patch Mixed Items This chest contains new set items that were added to the game with CM patch v130. These are two weapon-based sets and 8 Gemmae. Weapon sets: - Remnants of Drizzt: Set for all characters based on Dual Wielding. There are two versions on this set in the chest - one of item level 35 and other of item level 85. Both versions are from Silver difficulty. - Memories of the Trees: Set for blowpipe wielding Dryad. There are two versions on this set in the chest - one of item level 40 and other of item level 80. Both versions are from Silver difficulty. Gemmae: All Gemmae are from Gold difficulty, so all the Sigils have defensive bonuses in addition to armor. As the Sigils can spawn with random bonuses, there are several versions of each Sigil in the chest (with different defensive bonuses). - BerDaiPayn, SinIthTer and KilthEmAl : there are two versions of these sets in the chest - one of item level 82 and another of item level 91. - YerLuvVun, DisTrukXion, ImMorTel : there are two versions of these sets in the chest - both are of item level 91, but the Sigils have different defensive bonuses. - TomMarVolOryDel, KlaAtuVerAtaNikTuh : there are three versions of these sets in the chest - all Sigils are of item level 91, but have different defensive bonuses. Click here to download this file
  5. 814 downloads

    This chest contains new set items that were added to the game with CM patch v130. These are two weapon-based sets and 8 Gemmae. Weapon sets: - Remnants of Drizzt: Set for all characters based on Dual Wielding. There are two versions on this set in the chest - one of item level 35 and other of item level 85. Both versions are from Silver difficulty. - Memories of the Trees: Set for blowpipe wielding Dryad. There are two versions on this set in the chest - one of item level 40 and other of item level 80. Both versions are from Silver difficulty. Gemmae: All Gemmae are from Gold difficulty, so all the Sigils have defensive bonuses in addition to armor. As the Sigils can spawn with random bonuses, there are several versions of each Sigil in the chest (with different defensive bonuses). - BerDaiPayn, SinIthTer and KilthEmAl : there are two versions of these sets in the chest - one of item level 82 and another of item level 91. - YerLuvVun, DisTrukXion, ImMorTel : there are two versions of these sets in the chest - both are of item level 91, but the Sigils have different defensive bonuses. - TomMarVolOryDel, KlaAtuVerAtaNikTuh : there are three versions of these sets in the chest - all Sigils are of item level 91, but have different defensive bonuses.
  6. Thank you for showing me this thread, gogo (and for starting it too). I wasn't on the boards when it came out, so I missed it. I'm not going to revive it today, but maybe we will have another opportunity to remember Drizzt's set when I post the chest with it. I was going to upload a chest with all sets from v130, but never got to it as I needed to hunt down some more Sigils. I'm sorry for not showing up for some time, but my real life was quite complicated this autumn. It was in September when I faced a nasty monster known as Chronic fatigue syndrome. I'm dealing with this thing for three years already, but usually I manage to keep a safe distance from it. However, this summer I had to work hard and overworked myself, so the CFS monster was able to get closer and turn me into a zombie (well, maybe I'm exaggerating a bit, but when you constanly feel tired and under the weather, when you are braindead and unwilling to do a thing, you're quite close to being a zombie). As a result, I had to spend two months dealing with docs and swallowing up health potions. Now I'm feeling more or less alive, so I'm going to be more active. However, I still find it hard to motivate myself, so you would probably have to kick me from time to time if you want to see the things done. OK, rant is over, going back to the wiki stuff. As I'm still not feeling well (it would probably take me one more month to recover), I would prefer picture-heavy projects over text-heavy ones. I'm planning to get all the Sigils and make pages for Sigil sets as my current wiki project. I started doing it back in September, but put it on hold. Now is the time to resume working on it.
  7. Welcome back, Knuckles! It's really great to see you again and I'm looking forward to your new project. Your pages are always interesting to look at and they are a great source of inspiration for me. It's also good to hear that you finally have some time to rest and do the things you like to do. Switching to another activity is proven to be a good way to rest, but please try not to exhaust yourself. I wasn't exactly active recently (I have to admit that I wasn't active at all), but now I have an opportunity to return. Hopefully, I'll be able to do more things for the wiki and to finally finish the pages I promised you long time ago.
  8. Sorry, it looks like I forgot to add one more item for the Seraphim. Pulse of time (Gloves from Sopor Aethernis set) also has Combat Art Range modifier. But I believe this is the only item that is missing from the list. By the way, is there a reason why you preferred Faladal's set over Nine Hells for your Meteor Shower build?
  9. It's quite strange that for the seraphim you got 2 Nlovae's and the Sigil set, yet forgot about Virtues of the Seraphim set, that has Combat Art Range as a completion bonus for 6 items. Most of my Seraphim builds use Flaring Nova and I always try to increase its radius as much as possible. My current seraphim is only level 50 now and is wearing Virtues set and KilthEmAl sigil set to get CA Range bonus for Novas. I can say that I feel the difference even without dual-wielding Nlovae's and on low levels. Maybe the difference is not drastic, but it comes at no price, as items from the Virtues set are quite a good thing to wear for a low-level seraphim (at least for melee and hybrid ones) and Sigil sets give bonus even when they aren't in the active slot.
  10. Normally, the quest should end after talking with Toren in Bluestonbury, and for the Light path characters it really ends there. However, for the Shadow path characters the quest glitches and asks to escort the botanist to the Dryad Island as the next quest part. It's nothing more than a bug that wasn't expected to happen. Now the CM patch team is working on this issue. Hopefully, in the next version of the patch the quest would end normally for all characteres.
  11. Actually there is a general limit to the level of items that a character can equip. Level 200 character can equip items no higher than level 252, regardless of Item Lore level (this limit is true not only for armor, but also for weapons and jewelry). So you can consider level 252 a cut off for general items. But when we are talking about set items, uniques and legendaries, the actual limit would be somewhat lower. The reason is that these items have so called 'leveljump' characteristic, which defines the levels that are possible for the item. The item with leveljump 15 can spawn only at item levels 15, 30, 45 and so on. Most set items have leveljump of 15, which explains why most set items on the wiki are of level no higher than 225 (theoretically, level 240 should be possible too, but you would doubtedly ever get it to spawn). However, some set items have leveljump of 12 or 20, which changes the possible highest level.
  12. All bosses have higher defence values than normal enemies, so you'd have a low chance to hit them. However, you can get the said chance to hit the bosses by editing balance.txt a bit more. Try to modify the following lines (that's a modified version for Singleplayer): MP_damage = {1,1050,1100,1160,1220}, MP_combatvalue = {1,1100,1210,1330,1460}, MP_lifeHP = {1,1300,1650,2100,2650}, MP_EShieldHP = {1,1300,1650,2100,2650}, MP_armor = {1,1100,1210,1330,1460}, This modification will allow you to kill any creature including bosses with one hit and never get hit back. I found out these strings when I needed to kill bosses with low-level character, so the modification is proven to work. This can be done, but you should be the one to start the game, because the Open game uses the same scripts as the person who started it. Also, if you want to play Open with modified balance.txt, you should edit all values in the brackets to make the changes apply for any number of players on the server. What you're doing is not OK, it's GREAT! It's really cool to see new people on the wiki.
  13. Sadly, that's not right. By the way, I need to note that in Sacred 1 the name can be spelled as either 'Megalcarwen' or 'Maegalcarwen', depending on the locale you use.
  14. Yup, these are the ones from the Ancient Secrets quest. This quest is a new addition from the CM patch and features 4 bosses at the same time (they are MacLeod, Ramirez, Kurgan and Kastagir). The only reason behind the fact that the quest still isn't on the wiki is that this quest can't be considered completely finished yet (some of its features are still being worked on).
  15. As for gogo's question, for most of Undead in both Sacred 1 and Sacred 2, Fire is the best element to use. The exception from the rule is a Burning Skeleton enemy from the caves in Wastelands (they are weak to Ice only).
  16. So, you want the next question... OK Many of you can remember about Megalcarwen's Garments of Mutation set from Sacred 2. But the question is who was Megalcarwen in Sacred 1?
  17. In Sacred 1 Loromir can be found just a little bit north of the town of Drakenden (well, maybe the dragon's lair can be considered a part of the town, because it's quite close to the houses). But Steerpike1 is right too - Drakenden really is north-west of Mystdale.
  18. You've got the trick, Wolfie. You're of course right about Sacred 2 quests, but I'm not all that sure about Sacred 1. When I try to count these Sacred 1 quests, I get either 4 or 6 as a result (the whole story about the princess plays as 3 quests but is logged as 1). Well, I'll list the quests I remember and we'll see if I remember one quest more or one quest less than Wolfie. Let's go: In Sacred 1 Loromir takes part in: 1. "The Female Dragonslayer" quest, which includes - Finding the princess by Loromir's request and battling her. - Then she asks you to escort her to the dragon. - Then you have to defeat the two from the dragonslayers. 2. "Toothpick for a Dragon" quest, in which you make Loromir a new toothpick (eating dragonslayers' armor is dangerous for dragon's health) 3. "Brother of the Dragon" quest, in which you gather some knights who want to train under Loromir's command 4. The nameless and logless "Dragon Egg" quest, in which you buy a dragon's egg from a travelling merchant. One of the things you can do with the said egg is bringing it to Loromir (the dragon and his princess are very happy when you bring them a child they can raise). I didn't want to list the dragons who are hostile under some circumstances. This dragon from TG's quest is friendly for the Light TG and hostile for the Shadow one. I'm not sure whether or not this creature can be considered completely friendly in general.
  19. The best way to write the quest that was changed with CM depends on how much was changed. If they simply merged two quests together, it'd be enough to add a note on the first quest page saying something like 'In CM-patch this quest also includes the events of <name of the second quest>. You can read about them here:' and put a link to the original page of the second quest (which became a second part). If the events themselves weren't changed and their order is the same, there's no need to double the description of these events. But if the quest became significatly different, it'd be better to create a separate page for a CM version. On a side note, I'm done with the Memories of the Trees set. Now I'm planning to gather more info about a new Sigil feature and write something about these items.
  20. After a long time of discussion and waiting, the blowpipe set for the Dryad finally made its way to the game. Even though the final version of the stats is far from the first idea, a new "Memories of the Trees" set still can be an interesting option for a ranged Dryad. Memories of the Trees By the way, is it just me, or the final version of this set seems to be a suitable weapon choice for a mass-killing ranged Dryad?
  21. Long time no see, guys. But now I'm back and I'm going to stay. It's nice to see that all of you are still active and the wiki still grows. Since I happened to appear right when the new CM was issued, I'm going to gather some info about its new content. I already noticed an article about a new boss (that was really fast), so this new feature is described (by the way, are you sure that this new quest is a replacement of the old one? It was meant to be an addition... looks like this quest needs more testing). Now I'm gathering some info about various new items that appeared in this new patch. I just made a page for a new Dual Wielding set Remnants of Drizzt. The next page would be for the blowpipe based set called 'Memories of the Trees' (I've got the pictures already, now I need to process them and put them on a page). Hopefully, this page will be up tomorrow. By the way, when I saw a new page for LOTR easter eggs, I remembered a discussion we had in The Second Ring Download thread some time ago. Maybe it can be an addition to the newly created easter egg page.
  22. We were waitng for quite some time, but finally we've got what were wishing for - now this set can be found in game. Luckily, all bonuses turned out exactly as described in the first post of this topic. The set is on the wiki now, so that everybody can compare the initial idea with the actual outcome. Remnants of Drizzt
  23. The relic holder actually recognizes all 12 equipped relics. You can get relic bonuses only from the upper 3, but all other 9 would count towards set bonuses too. That means that you don't lose the set bonus from sigil sets even when you switch from sigils to usual relics.
  24. This switch inside the cave takes part in the Corn Circles quest that can be found in a place called Benny's Corn Circles. It's a small farm south of that 'Old Dwarven Pass'. As for what the switch does, it summons an enemy you need to kill during the quest completion. This enemy appears only after the quest leads you to the cave. If you haven't accepted the quest before going to the cave, the switch does nothing.
  25. There's a champion Hydra next to the Ascaron's office anytime you come there. And by the way, there are three completely friendly dragons in Sacred 2: Mer-Kil from the main campaign, Loromir the Wise from seraphim's classquest and Orphas from the DM's first mission in the singleplayer. Speaking of dragons: Loromir actually takes part in several quests. How many of them can you remember?
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