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Silver_fox

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Posts posted by Silver_fox

  1. Any chance for unique scythes? I wish flail was an option, but it can't be implemented from what I've read.

    I currently have one more scythe on my list of the planned items - I thought of naming it "Soul Reaper", so it looks like my thoughts flow in the same direction that Yoshio suggested. However, I already have quite a few items in process and the updates became rare partially because I spread myself too thin between all the things I started. I want to wrap up some of the projects that are closer to completion before working on a new scythe model.

     

    That is exactly the trouble with scythes - there were only three models for them in game and their designs didn't leave a lot of room for customization via textures. It just does not sound like a good idea to use the same appearance for a lot of unique items, so making new scythes requires bringing in new models. I haven't found any interesting existing models that can be adapted for Sacred (there are scythe models available, of course, but they are either plain or expensive), and creating a new model takes time, so making a scythe is not a top-priority project, but I keep it in mind.

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  2. In multiplayer, the best way to determine whether or not your progress is being saved is to watch out for save messages that appear when you come into a new zone, complete a quest, or use the monolith. If both of you see the "Game saved" message, then all progress in campaign and side quests is being saved for both characters, but if "Character saved. Campaign status not saved" message appears, then you've probably chosen a wrong game mode. To be saved correctly, both characters need to be created for multiplayer games. If a singleplayer character enters MP, the progress won't be saved. Also, "Free Play" mod never saves quest progress.

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  3. ...either Templar or 16th Century Italian armor for the SW...

    Really, I think what would be much more awesome is to have a Templar-style armor set adapted for a female body, and give it to the Seraphim.

    The classical Templar armor makes for a quite simple (by Sacred's fantasy standard) chainmail, cloth to cover the chest and a trademark bucket-shaped helmet. I don't think it would look cool in Ancaria, because it really does not match the rest of the designs in this game. Of course, there are more creative approaches to the theme, for example, Guild Wars and Dragon Age games have rather awesome designs labeled as "Templar Armor". But when you try to analyze them, those designs look not so much "Knight Templar" as "Fantasy Paladin", which is good too, but does not exactly fit the request.

    As for who of SW and Seraphim is the best candidate for getting new heavy armor, it depends on a particular design - the "Death Knight" kind of designs fit SW, while "Holy Knight/Paladin" designs are more for the Seraphim.

     

    :eek: Uber suoer mod, really perfect work, now I test it and it´s great. I have one question can be Phantasm swor one handed sword, not only two handed? Because that sword look amazing, and it would be wonderful to hold one in each hand

    Thanks for the praise. It's possible to make the one-handed version of this sword, but of course it won't have the same stats, for the purpose of keeping the balance. The actual Phantasm was made rather powerful on purpose, to make the idea of wielding a two-hander a bit more compelling. Those stats were meant to compensate for the fact that you can't equip the second weapon together with it. If this sword would become a one-hander, it would also be weakened - but if it's just the look you're after, a one-handed version can be made.

     

    The linebreak is not registered by Notepad. Try WordPad

    Both Notepad and Wordpad have their troubles with handling big TXT files, so I recommend using Notepad++ for editing the script files.

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  4. The possibility of weapon drops depends on the weapon specific skills the character has, for example a character with the "Sword Lore" skill is supposed to get more swords than a character without this skill. Though I'm not sure if this feature works correctly in I&B - I remember getting polearms and two-handed swords with dual wielding characters more often than with polearm specialists.

     

    I double checked the scripts - the swords are included into the same number of droplists as clubs and axes, so by rights they should be just as common. That is, unless there is some trouble with calling on those droplists, but even if it's so, such troubles with the game behavior are usually hardcoded and can't be fixed by mods or CM Patch.

     

    As for getting unique swords - they should be more rare now, because the game tends to drop non-set uniques less frequently than set items, and sets usually only include armor.

  5. That's not a bad idea for a mod, actually. Conan is so popular that finding a freely available 3d model of his sword is not hard. So making the sword itself is definitely possible. Making it drop in only one place would require making a quest, which is possible too, though this part of the idea requires some testing with quest scripts.

     

    By the way, how came that the Easter Egg itself is not on the wiki? If you compare the in-game room with the video fragment that shows the dead king on his throne, the likeness starts to appear quite striking. So I tend to agree that the room is a recreation of the Athlantean King's Tomb using Sacred 2 props.

  6. Running Sacred 2 in singleplayer is technically similar to trying to join a multiplayer server. The only difference is that both client process (you can see it under the name of "sacred2.exe" in the Task Manager) and server process ("s2gs.exe") are running on the same machine. If an antivirus program blocks s2gs, and it crashes, you can get the same "connection error" and "server has disconnected" messages that you commonly expect to see in multiplayer. Try to check if your antivirus or firewall has this executable file on its block list and unblock it. If adding special permissions for Sacred 2 server is impossible or won't help, maybe you'd have to temporary turn off the antivirus while playing Sacred 2 - as it can be played without Internet connection the computer won't be seriously endangered (just don't forget to turn on the antivirus when going online).

  7. >"...I am getting Pm's concerning requests for new armor and weapons... Anyway, being that these PM's are coming from new members who I think haven't read some of the older conversations, I'm going to try to help out a little..."

    Thank you very much for coping with those PMs and bothering to tell us about them. It's hard to estimate how much attention the mod actually gets when only a few regular visitors post in this thread. I'm not sure why the newcomers decided to PM you about their ideas, but it's good that you did not just ignore them and told us that people are still interested in seeing new mods.

     

    Now, it's true that the modding team is not as active now as it was around the version 1 release, and that there are a lot of things that were started but not yet finished. But I don't think we should put a big "CLOSED" sign on the request thread - we can always hear out the suggestions and maybe consider them for implementation later. You never know which ideas would turn out to be really good - there were certain posts on this forum that sparked our interest, and now there are a few ongoing projects that were originally suggested by common members who read our threads. Though even when the ideas are considered for implementation, there is no way to get the result immediately, as some things take time and can get delayed or even dropped.

     

    As for the ideas that were sent by those PMs and listed here, well, most of them don't look like they have much chance to get implemented, but who knows. If there is one thing I can say about the scope of our modding abilities - we don't take projects that require 3D modelling from scratch, without having any existing 3D model to use as a base. It's not impossible, but requires way too much time to be considered seriously. So I don't think that any of the stuff inspired by new movies and comics is going to happen. As for the more classical designs, as that of the Cylons or Robocop that was mentioned earlier - these series were popular enough so that some fan-made art for them can be found, but converting these items to be usable in Sacred would require some very serious dedication. Personally, I'm not a big fan of either franchise, so I won't take up such project.

     

    Rifles in general and sniper rifles in particular are out of question - the holding poses and animations of the weapon types currently in game just don't match the rifles. I spent quite some time looking at the bow, pistol and energy weapon animations when we considered the possibility of implementing crossbows, and I can say that they all look just way too off. That generally goes for any kind of the weapon that is drastically different from the ones present in game. We can't make new weapon skills and new weapon animations, so every weapon we bring in has to be assigned one of the previously existing skills, and then it either fits, or does not fit.

     

    About the same goes for the Shield Lore skill for the Inquisitor (and Temple Guardian, for that mater) - those guys were designed as classes that are unable to use shields, so even if we force them to equip one, they would most probably fail to do it correctly. TG simply does not have a place on his model where a shield can be attached. I haven't checked the Inquisitor, but probably he does not have an attachment point for the shield either (or the shield is bound to show serious clipping with his flowing robes.) We also can't make the Dryad use pistols, as she does not have the necessary animations for such weapons, and so on.

     

    BUT: we actually can try to add the Ranged Weapons skill for the Shadow Warrior. The CM Patch added Ancient Magic for TG (Issue 504 on Mantis), and by czevak's comments it sounds like adding a skill can be accomplished by a quite simple edit of creatures.txt, so it can be attempted.

  8. On a more positive outlook, perhaps Sacred 3 is tidy and complete, not needing the few weeks more, because there really wasn't that much to tidy and complete.

    Considering what kind of game Sacred 3 is going to be, it's possible. Sacred 1 and Sacred 2 required a lot of time and patches to become complete and stable because of how vast they were. Big worlds, lots of quests, lots of skills, lots of weapons, unexpected ways to use combat arts that sometimes lead to unexpected results, etc. All of that could show glitches, and to increase the number of possible bugs, there were leftovers from unimplemented features getting in the way every now and then. Considering that Sacred 3 videos show corridor-like maps and its characters can use only fixed kinds of weapons, this game's design is much more predictable and easier to test and troubleshoot.

     

    On the other hand, it's quite possible that the development of Sacred 3 is already finished, and Deep Silver set the release date further away in hopes to cash in on pre-orders. But as far as I can see, they fail to rise big enough hype and get a lot of people interested in early purchase: most of the comments that show under the trailer videos on YouTube and on various Sacred fan-sites contain nothing but rage and disappointment. The most polite of the comments are akin to the ones we read here on DarkMatters: they are in the vein of "we know too little to judge the game and we won't purchase it until we see the reviews". So maybe Deep Silver decided to push the release forward just because there is little point in postponing it, as most people are way too suspicious to pre-purchase anyway.

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  9. Is it possible to host lan multiplayer game with custom balance.txt for everyone who plays on it?

    Balance.txt is a "server" script (you can tell it by the fact that it resides in a "scripts/server" folder). This means that every launched game uses the balance.txt settings of the person who started the game. In singleplayer, every player is his own server and client, so the difference between "server", "client" and "shared" scripts does not come into play. But in multiplayer there is some difference: "server" scripts are loaded at the moment when the game starts from the machine that is used as a host, "client" scripts are loaded locally, so every player who joined the game plays with the version from his own machine, and "shared" scripts should be the same for every player who joins.

     

    So it is possible to start a server with modded balance, if you are going to be the host. Still, it's safer and more predictable if every participating player has the same modification in his/her game.

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  10. I don't think that Blazing Tempest and Gust of Wind should be removed either, I was merely pointing out that consisting of separate parts does not really prevent the CA from behaving like Area of Effect. I'd rather add Glacial Thorns to the Area of Effect page, as it spreads in a sector, that ever consider BT for removal, and I think that GOW should be returned to the page. It looks like Mibbs finally got the same opinion, so the result should be fine.

     

    I can see what you mean with Archimedes Beam - its zone of effect is a line, but it's not a single point. Every creature that touches the line gets damaged, similarly to the effect of Radiant Pillar, only with a line instead of a circle. I edited this page several times, but never thought about removing this CA, so I'm voting for returning it to the page.

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  11. Yes, Gust of Wind has the same technical implementation as Glacial Thorns, but so has Blazing Tempest. All CAs that can be focused or spread over a sector depending on mouse position are implemented as separate stripes of damage that can overlay each other for focus or move separately. If you think that the fact that they technically consist of multiple stripes makes these CAs Multi-Hit rather than Area of Effect, then you should remove Blazing Tempest too, as Gust of Wind is more similar to it than to Glacial Thorns. But then you'd have to deal with the fact that most players consider these CAs Area of Effect and use them accordingly. I think that the terms of practical usage of CAs may be more important in their classification than their technical implementation in game files.

     

    С точки зрения технической реализации, все фокусируемые умения представляют из себя отдельные полоски урона, своего рода снаряды. Эти полоски либо накладываются друг на друга при фокусировке, либо расходятся конусом. Если то, что полоски проходят полное расстояние, не тормозятся противниками и покрывают зону каста, не является достаточным признаком АОЕ, тогда придется убрать и Пламенеющую Бурю (на которую еще и рельеф местности влияет, останавливая распространение части полос огня). У Колючек снаряды ведут себя как стрелы оружия дальнего боя - они маленькие, бьют в основном одного противника, пробивают с шансом. Порыв Ветра и Пламенеющая Буря похожи друг на друга больше, чем на Ледяные Шипы, поэтому мне странно, что одно из этих умений было убрано, а другое осталось. Да, количество полос на конус площади у Порыва Ветра меньше, чем у Пламенеющей Бури, так что шанс промахнуться им больше, но сами полосы ведут себя примерно одинаково.

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  12. It's funny how I can agree to ALL opinions posted in this thread, different as they are. I think that Deep Silver did only one thing wrong with Sacred 3 - they called it "Sacred 3". From what I've seen, what they are making has full potential of turning into good-looking, dynamic and fun arcade-style game, closer to beat-them-up with RPG elements genre-wise. Except that it's totally not what people think when they hear "Sacred". If it was released under any other name, I guess it would have gathered a lot of rather positive posts in a discussion in the "New and General Gaming" section. Even if it was a side project in the Sacred series, it would have got more positive reception. As it is, being called a proper Sacred 3, and taking a turn to an entirely new side, it pretty much robs the fans of a chance to see the development of the ideas seen in the previous Sacred games, hence the outpour of woe.

     

    The main trouble that comes from all these changes is that Sacred 3 would be so different from Sacred 2 that it should be aimed to pretty much different target group of players. ARPGs that require some thinking like Sacred 2 and beat-them-up games are usually played by different people, though there are general gamers who play games of all genres equally. I'm not one of those gamers, I only play games that require thinking and I'm not good with keyboard-mashing that requires good reflexes and reaction speed. The more I see of Sacred 3, the less it looks like a game I'd play, so I sort of can relate to the general disappointed crowd. But! That does not mean that it would be a bad game in general. I'm not as silly as to say that Half Life is a bad game just because I won't play it - it's a good classical game, I just don't play First Person Shooters. Same with Sacred 3 - it can turn out to be a good game for its sub-genre, just not a game most the old Sacred fans would love. The "If you liked Sacred 2 you'd like Sacred 3" statement fails to work, but that does not mean that S3 is bound to be a failure.

     

    In fact, I fail to understand why Deep Silver uses Sacred title for their current game. Yes, of course, it's easier to use a previously marketed title than to boost a new one, what with all advertisements and such. But the old title comes with some old reputation, and if the new installment is just too different, the name might act against it. That's about what we see now: the old fans are throughoutly unhappy with the changes, and people who might have liked this new concept probably won't look at it as they remember that Sacred series was not to their liking or just was a kind of game they don't play. The people who have good chances of enjoying the upcoming game are the "general gamers" who can play everything and liked Sacred series, but how multiple such people are?

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  13. Thank you for the kind comment, and special thanks for all the preliminary testing and bonus reviewing you do for the things I make. I know you don't have much free time nowadays, so thank you very much for finding some time to check the new stuff that goes into the mod. You might not be modding in new things, but you remain the essential part of the team, as your attention ensures that the mod continues to have high quality standards.

     

    I'm human too, and I make mistakes sometimes, so I like to hear people's opinion about the things I make and pay attention to all critique. But there are as many opinions as there are people, so I'm not fast to jump to implement every first suggestion. All decisions made for the mod are usually made for a reason, and internal testing helps to sort out the obvious blunders (thank you again, Flix), so it requires more than one opinion to make me change things. However, it is the Community Item Mod, so if many people of the community disagree with some decision, it would be reconsidered.

     

    In the Dryad discussion, I want to add only one thing about the general design of this set. The Dryad character has one noticeable OP point, and this is the ability to stack a really great amount of lifeleech %, which provides both for powerful defense and offense. Many of the melee and ranged Dryad builds exploit this feature of the class, and indeed it takes some valid reason to build the non-caster Dryad without it. I did some testing with Lifeleech Ranged Dryad in Niob: Full Detheya + Full Glaurung + Star of Astaroth (or any good yellow lifeleech % shuriken) + Goldenglade Touch + Ancient Bark, and she does not really need high armor and mitigation on items. In fact, she needs just enough defense not to be one-hitted and she easily evades or regenerates the rest. As the new set focuses on more traditional means of defense and offense, it had to have some solid modifiers to be compelling, so that in the end it wasn't easier to just swap it for full Detheya's and enjoy the benefits of the game's highest lifeleech.

     

    And probably one point about the High Elf Ice set. Its chest has some good defense against Ice damage, but when you consider it as an item from the Storm-oriented set, it appears in a bit different light. The Crystal Skin buff provides good defense against Ice element, so the Storm specialist has less value in this extra defense from armor. Other Elf characters can wear the chestplate just for its defensive properties, but for them it would mean equipping an item from a set with foreign specialization, leaving them without the benefit of set bonuses, as they are unlikely to wear other pieces.

  14. Wow the item boni fit the names and descriptions perfectly. And they are so good for the Dryad.

     

    I dont like the look of the helmet. Maybe the names and item modifiers of the helmet and shoulders could be exchanged and then the Dryad could get her own mane. Looks awesome in my imagination^^

    I'm glad that you liked the name concepts. But I don't think that there would be a major change in appearance of these sets. LazyTomcat had retired from modding, so he won't be changing the looks of these sets anymore, and even though he allowed to use his designs, I don't think it respectful to change them drastically. Myself, I won't have minded to see a furry cowl or a mask as a helmet for the Dryad, so maybe such design can be considered for a separate unique. However, any new design requires time and effort to be made, so there is no guarantee that every single idea would find its way to the game.

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