Jump to content

Silver_fox

Members
  • Posts

    1,013
  • Joined

  • Last visited

  • Days Won

    51

Posts posted by Silver_fox

  1. Here is a little update for all Star Wars fans out there. The double-bladed lightsabers aka saberstaves can now drop in all colors and have all dominant damage types.

    qN9ebEgt.jpg

     

    I haven't made new blueprints for them, so refer to the old description if you forgot what kind of stats this weapon type can have. In the next version of the Item Mod these two-handers would drop the following way:

    Random Rare Saberstaves (yellow tier 12) - can drop in all four colors.

    Maul's Swordstaff - of course remains red only.

    Jedi Mind Trick - can now drop in either red or blue.

    Light Source - can be found in red, green and purple variants.

    • Like! 1
  2. Speaking of other misc changes and fixes - we can just as well mention a fix for Human Archer armor.

    Appearance of the NPC guards before and after:

    6toDzwxt.jpg 2zgur2u.jpg

     

    And I just caught and fixed another one of them - the Dark Archers of Unholy Crusade (they use a different model than the guards, but it has the same glitch):

    Y1SE4tVt.jpg

    • Like! 1
  3. Thanks for the table of contents update, Flix.

     

    This hat hovers a bit above TG's head and is slightly off-center (unless 3DMax is playing tricks on me), so how well it looks without editing depends on camera angle. Side View:

    HktqzT1t.jpg

    Though only a simple edit is required to make it fit well, so why not make it.

    • Like! 1
  4. Thank you, Yoshio, I'm glad you like them.

     

    As for release...

    It's not a sin

    To say with a grin

    It'll be released when it's done!

    Seriously, though, you can expect a new version of the mod to be released in the same fashion as the previous ones and available via Downloads section in about two weeks (give or take a few days depending on how the testing goes).

  5. Dual Wielding and Weaponless Dryads are more gear-dependent than the Ranged ones, so if you lost all the money and items you had stored, playing ranged would be easier. Though if you feel like risking and experimenting, you can try going melee and trying to get good gear with Bargaining - that would help at least for rings and amulets.

     

    On PC, melee Dryads are popular, but as Lifeleech works differently on consoles, they would deal significantly less damage there. Your build suggestion sounds solid for a ranged fighter, so I'd say go for it, and take Voodoo Focus or Nature Lore as the last skill. Voodoo Focus would allow for more fun with headhunting, while Nature Lore improves defensive properties of Ancient Bark and Goldenglade Touch (so it's a good choice even if you don't use Nature spells for damage).

     

    If you decide to go melee, than it's a good idea to start taking defensive skills earlier and include Constitution into the build.

  6. There is one more thing to say about "gotchas" of Sacred 1, which Virian's comment reminded me of:

    Sacred 1 has no limitation of CA level allowed at particular character's level. By which I mean that there is not something like Sacred 2's "Maximum CA level without penalty". Each rune you read and each +CA bonus on an item always increase the CA level by one or whatever boost the item offers. And socketed rune in S1 gives full additional level of CA at +1/3 of regen (not +1/2 as in Sacred 2). Which is why I said that +CA items feel more powerful and desirable in S1 than in Sacred 2 - you don't have to consider whether or not the item would push your CA level far above the Maximum threshold and possibly become more trouble than it's worth. You only have the regen times to worry about. Yes, +CA bonus is not the best thing at all times, at higher levels you can find better ways to increase your damage outcome, but it is both more valuable and more rare than in Sacred 2.

     

    About combos, it's good that Flix remembered them and wrote a comprehensive explanation of what they are all about. In my opinion, they play a bigger role in Sacred 1 than in Sacred 2, because the feature about level differences provides for different tactical possibilities, and you don't need a skill to make combos the way you want. Though I have to add the third possible way to use combos - a power-up for especially tough battles, like bosses. For example, my Battle Mage had a super-powered defensive combo, which took forever to recharge, but its effect lasted longer than it took me to battle a dragon, and it was not needed afterwards.

     

    Also, I agree and disagree with Augmint at the same time - I played both Battle Mage and Vampiress and did not find them weaker than the others. But for the first play-through, starting as one of the Elves, or Daemon, or Gladiator would be easier.

    • Like! 1
  7. Welcome to DarkMatters!

    I don't remember many Sacred 1 modders coming here before, but there are several people around who are into Sacred 2 modding. Also, some time ago a person who participated in development of Sacred 1 fan-made patch made a topic about it in the Programming section of the forum, maybe it would be of interest to you.

     

    Still trying to find the way to edit global.res when the link form this site is down.

    There is a simple but working global.res decoder/encoder for Sacred 1 that can be downloaded from Russian fan-site: http://allsacred.ru/uploads/su.rar

    This version was made to work with German, English and Russian files, so I don't guarantee that it would work correctly with Polish special characters. But as it operates in Unicode format, there is a chance it would work.

    The program operates only from console, the commands are:

    Decoding: Res2Csv -csv <file_in_res_format>

    Encoding: Res2Csv -res <file_in_csv_format>

    • Like! 1
  8. I mean the game's scripts that regulate many of gameplay aspects. All scripts are contained in "scripts" subfolder of the game's main folder. Drop-lists which regulate the way the items drop in game can be found in the file "scripts/server/drop.txt". By editing this file it is possible to define in which situations any particular item would drop. Drop lists themselves have pretty simple structure, but they are just the sequence of numerical entries with very few commentaries, which makes them harder to read. Each drop-list has a commentary about what it contains, so it's more or less clear. But to find a particular item in drop-list or to add an item, you need to know the item's blueprint ID, which is defined in "scripts/server/bluerpint.txt".

     

    If you want to find the blueprints for the Mutation set items, search blueprint.txt for "tset". This way you'd be able to learn blueprint IDs for them. But if you try to add these IDs to drop-lists on your own, please remember to backup your savegames before trying. Making mistakes in drop.txt is known to lead to some unpleasant consequences like item loss.

  9. That post reminds me of the old times before Sacred 2 was released. The first gameplay information we saw for it actually did mention 6 CAs per aspect, with some of additional ones even being featured on screenshots and videos. But then the amount was reduced to 5, as Ascaron was running out of time to implement and balance all their ideas. There are many other things that were planned and partially implemented but never got completed - mount armor and equipment, hireling system akin to Diablo 2, more weapon classes and skills, to name a few. Maybe they hoped to complete and add these features in add-ons, but went bankrupt before it happened.

     

    The discussion of these additional 6th CAs started again after I&B was released, because Dragon Mage looked like a class the devs assembled from their previously unfinished ideas. Granted, he has an original idea behind his character, but only the Dragon Magic aspect is directly linked to it, the other two are generally magical, and CAs for them could have been - and in fact were - reused. Many of CAs that appeared on early Sacred 2 screenshots but never made it into Fallen Angel made re-appearance in his arsenal. So all CAs about which you were supposing that they went to DM really did just that. Also, if I recall correctly, his Gust of Wind also was recognized as one of CAs that were planned but not released for one of the original characters, though I don't remember whom it was originally meant for. And I guess that either Dread Fire from HE's arsenal or Permanent Fire from TG's made re-appearance as DM's Eternal Fire - an infectious CA is what the Arrant Pyromancer is lacking, but TG's spell bears strong title similarity. Though Dread Fire could have also been changed into Dragon Strike by adding an animation of flying dragon to it. An Area of Effect attack that can be focused on debuffs - sort of a Pyro counterpart to Ranging Nimbus - fits the name quite well.

     

    "Opponents Essence" might have been something like a shapeshifting ability or an ability to use opponents' CAs when the buff is active. I can see why such idea might have been seriously considered (it sounds interesting) and why it was cancelled (very hard to balance properly).

     

    The news about you messing with spells and maybe making a spell mod sound exciting. Having an opportunity to play with modified or new (replaced) character classes would bring some fresh air to the game. Also, if used as a non-replacement version, some of the new spells can be used to create new interesting enemies and bosses, like CM devs used Seraphim's CAs for Failitia and SW's deactivated CA for Shelob.

    • Like! 1
  10. Baldur's Gate combat was actually real-time with active pause for issuing orders... The key thing is that you have complete control over whether you need to spend a lot of time paused setting up strategical moves or whether you could just charge in in a blaze of glory. True turn-based combat on the other hand takes that freedom away from you.

    Well, it's a matter of opinion, and Flix's opinion, while popular, is not the only one. I have to confess that for me it was always the opposite way around - I preferred turn-based games to active pause, because in the end I played them both in the same way. I spent most of my time paused and thinking up the best strategy, just for the interest of it, not because it was strictly necessary. If the strategy became completely unnecessary and battles could be won by simple charge, I started to lose interest in the game, because just crashing through everything without even bothering to think became boring soon enough. So the games with the active pause felt like emulation of turn-based ones on real-time engine that force you to control the length of turns. I spent most of combat time nervously holding the pause button lest I miss the right moment to press it. With real turn-base there is no wrong moment to pause, and no unnecessary stress. For some people less stress= less excitement, so it's a matter of opinion again, but I'd rather calmly observe the battlefield and enjoy its design than peer into characters' moves to choose a pausing moment.

     

    In my opinion, for games that take pride in their strategy and were designed so that the strategy was necessary to use most of the time - just charging into battle without thinking would just get you killed - turn-based combat is a good choice of system. It's just my opinion and I know that I'm a minority here, but I wanted to remind you that minority exists.

     

    There is enough action games around there, and some, like Sacred series start to prioritize action over thinking with next installments. The majority of players crave for real-time action and there are and would be games that deliver what they want. Personally, I see nothing "absurd" and "embarrassing" in the fact that some game developers remember about the minority of players who like different genres and still make games for them. Flix just listed a lot of good and quite recent games with "action combat" and "active-pause combat" that are available for people who like these subgenres, but I can't do the same for turn-based games. I'll always vote for variety in every means of entertainment so I'm mightily glad that the industry would have something to offer in subgenres that are currently lacking. Those won't be games for everybody, but you should not talk like they are for nobody at all just because they are not exactly your cup of tea. In fact, when I read the developers' decisions for D:OS and Torment, I wanted to applaud the devs, just because they had guts to stick to the game-design they thought would be best for their games despite knowing that it's unpopular.

     

    Back to the topic - funny enough, but I feel that what I just said applies to Sacred 3 in a way. They changed the game mechanics drastically, it fell into "not my cup of tea" category for almost everybody here on Dark Matters, and generally among Sacred series fans. I've seen a lot of negative responses to the new mechanics both during development and now, and I'm yet to see a single fan who would defend it. But is Sacred 3 really that horrible? When I read and re-read the reviews I realized that the game isn't bad in what it does - it does different things from what we expected, but not badly. It won't be a game I play, won't even try the demo because I'm not interested in the subgenre. But I think the game would find its players, unless the unlikely title would make them expect something different and scare them away. After all, well-made dynamic actions were always popular, and lack of length and replay-ability is a norm rather than major shortcoming nowadays. So, surprising as it is, I think that S3 would get rather positive reviews in press, where people would judge it as "another new game", not as "a Sacred game". That's a paradox - the first two games were generally ill-received because of their bugs, but we loved them. The third game would maybe get better reception, but it won't be something we would like.

    • Like! 1
  11. I don't think I ever installed 2.65.2, which was just a tiny hotfix having to do with a chatbox or something, and I'm running the game w/ CM Patch just fine.

    It's true that the last patch is small, but it still might be better to have the game fully patched. 2.65.2 might not be essential for people who only play singleplayer, but for those who plan on running a multiplayer party in real or virtual LAN, it's better to have it. There are enough people on this forum whose characters fell victim to "death by chatbox" due to the faulty behavior of the said interface element in 2.65.1, so it's better to be safe than sorry.

    • Like! 1
  12. Sacred 2 is the game that depends heavily on the operating system registry entries (especially if it's original non-Steam version that has SecuRom). So it can be installed on an External HDD (not on the Removable Flash disk), but you'd have to keep a few things in mind:

     

    First, even though the disk is portable, the game can be played only on the computer you installed it on.

     

    Second, the game would only work if the disk has the same letter that it had during installation. If the disk got different letter after you plugged in or removed other USB devices, the game won't work until the disk gets its original letter again.

     

    Third, and the only thing that can cause problem, is that USB HDDs usually have lower information exchange speed than internal ones. So if you have an old USB 2.0 disk, and use it to play Sacred, in some moments of the game you can experience freezes because the disk does not allow to load things quickly enough. Whether or not it would really be a problem depends on particular USB drive, so you can try and see how it would go for you. Also, with the laptop, it's better not to try playing from external disk while running on battery, because in battery-power mode some laptops decrease the speed of USB drives to save the energy.

     

    Another note is that Sacred 2 keeps its savegames in "My Documents" or "User/Saved Games" folders regardless of where the game itself is installed. So you'd have to be sure there is at least some free space on the disk where the operating system is installed, regardless of whether this disk is internal or external.

    • Like! 1
  13. The installation process described on the wiki page is for the original Fallen Angel, but it's similar for I&B and Gold. Only now, when Sacred 2 is not a new game anymore, it's better to ignore the recommendation for downloading newer video drivers - these new versions are attuned to the most recent games and sometimes make performance of the older ones only worse.

     

    As for the patches - original I&B is version 2.64. The last official version is 2.65.2, and there are two patches that need to be installed to update the game to this version. They can be downloaded from the "Downloads" section here on DarkMatters. As for the Sacred 2 Gold, its version may vary. When I installed downloadable version of UK Sacred 2 Gold, its loading screen told me that the version is 2.64, so I installed the patches. But maybe the hard copy comes in a patched state already - it's best to check the game's loading screen for that info.

     

    Also, it's recommended (even by Deep Silver managers) to install the Community Patch after the official ones because it fixes a number of issues that were left in the game after Ascaron went bankrupt. This patch can also be downloaded from DarkMatters. Note that it can be installed only over 2.65.2.

  14. The game considers gold drops (blueprints 697-701) just the same as all other items. Gold pouches also have tiers and their drop is also regulated by ZRareExpectation values in balance.txt. The bigger the tier of gold pouch is, the more gold it contains. So yes, if you set the balance to drop uniques more frequently, you'd be getting more gold as well. By the values of what you're getting, it looks like you increased the probability of high-tier drops to the point where almost all gold pouches you get are of higher tiers. Even in Niob junk and normal gold bags never contain that much gold.

  15. The one big issue with Sacred 2 demo is that it does not allow you to go far outside Sloeford and get surrounded by big mobs. Judging by the system specs and the fact that you were able to run the demo only on low settings, I suspect that the full game would launch, but would most probably start lagging as soon as you get a lot of monsters around you. Areas like Blade Fields and Wastelands where there is always major fighting between NPCs have great chance of lagging regardless of how many enemies are after you. There also is a risk of turning the game into slide show by using infectious Combat Arts like Viperish Disease and Eternal Fire, because those infections going back and forth usually require serious calculation (it was the cause of multiplayer lags in the past and continues to cause slowdown of some PCs at present).

     

    For the comfortable playing it would be better to choose a laptop with nVidia or AMD graphics, because many games have issues with Intel's integrated chipsets. Sacred's official specs say that it won't run on Intel chipsets, but the ones used in modern laptops were made after the game was released - so there is no telling about how it would behave. Also, 2GB RAM is fine when you're running Sacred 2 on WinXP, for Win7 and Win8 it might be better to install more.

×
×
  • Create New...
Please Sign In or Sign Up