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Silver_fox

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Posts posted by Silver_fox

  1. At first I thought them to be different too. After I got into item modding, I noticed that bueprint.txt has only one type of bonuses that gives a chance to block ranged attacks - it is called "chance_block_missile". There are various variations of it - the one to be used on armor, the one for shields, the one for creatures, and so on. But basically all these bonuses utilize the same mechanics codified by the "spez = "BLOCK_MISSILE" string in the bonus description. This means that the game's core has only one way to deal with blocking incoming ranged damage and the different names that appeared in game actually refer to the same thing.

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  2. That's another awesome update! I really like all new fistweapons and the Troll Carver sword - the game needs more two-handers worthy of wielding and this is one good sword. I'm glad to see that you found some use for sword-unlocked "chance to hit additional opponents" - it's a simple but effective modifier that can appear on more items than just Maul's lightsaber. And I just love the design Pesmontis made for the Aeon Flux sword. It's good to know that you've furnished it with worthy modifiers and made it available to all classes, not just for the Seraphim as was the original idea. I'm looking forward to finding it for my Dual Wielders.

     

    I hope that you won't mind if I tell some more things about swordstaves. Just so that the people knew what to expect from the new weapon type.

     

    Rare Swordstaves:

    Just as Flix said, Dual-bladed lightsabers now appear as a new weapon type available as rare (yellow) items. These items can be found from all the same monsters that can drop two-handed swords and with enough bargaining can be bought at vendors. From what I've tested, for the characters who keep Bargaining at level, they are common enough merchandise to make it possible to use them as main weapons for a character biuld.

    All rare swordstaves share some common features - they sport the "chance to disregard armor" modifier that is a feature of a weapon class (similar to the original one-handed lightsabers) and starting from the Silver difficulty they have at least one high quality socket. In 90% cases it is a gold one, but sometimes it is replaced with silver. Other than that they have two more modifiers - an offensive and a defensive ones, that also have a chance to turn into sockets.

    They also have custom names, so that you could tell them apart from other things when they drop. If you want to find them, look for dropping items called "Saberstaff", "Lightstaff" or "Doublesaber". Here are some examples of what you can get:

    9k5ldz.gif

     

    Maul's Swordstaff:

    This swordstaff was designed in the image of a lightsaber that Darth Maul wielded and offers modifiers that allow to imitate one of the fighting styles for such weapons. With it you can use both blades of your lightsaber to hit enemies, effectively reaching not just those who stand in front of the fighter, but to the sides and even behind. The "chance to hit additional opponents" is rather high, making it one of the main features of this unique item. However, just like Attack and Defense values it is unlocked by Sword Weapons skill and scales with it. At the height of its power Maul's Swordstaff is a formidable weapon, but you need to invest a whole lot into your character's skill with Sword Weapons to see it shine like this. Here is what it can become (Niob, 200 points in Sword Lore):

    308xuur.gif

     

    Jedi Mind Trick:

    Mind Tricks are the type of Force power that alters the opponents' perception of reality. This weapon allows you to warp their sense of time, causing them to move slowly and think that you move at incredible speed. It also makes it easier for you to evade their slow clumsy blows. Though there is a limit to the weapon's power - you can only be seen as a fast fighter if you have some real fighting prowess. So "Attack Speed" requires the Sword Weapons skill and scales with it. The Jedi Mind Trick was intended as a "levelling weapon" - the more powerful it is, the more you can do with it! So if you see it dropping with different sets of modifiers at different item levels, it's not a bug, it's a feature. See how it grows:

    11w6l51.gif

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  3. I just checked and the Seraphim's yellow shield already has a separate blueprint of its own (number 2235). It shares two bonusgroups with other unique shields, and the third group is changed to combination of "absorbtion warding energy" and "block chance close combat". It currently has one more modifier than other rare shields, but it has decreased socket chance because it lacks the most common bonusgroup. Maybe the "block chance" modifier can just be swapped for silver or gold socket? I don't recommend swapping "magic" bonusgroup for "common" one as it would increase the chance of socketing but decrease the general quality of the modifiers. The only trouble is that any alteration of an already existing blueprint for a rare causes all items with this blueprint to change their stats, sometimes quite unpredictably. If you change this shield, all such shields that people have equipped or stored would change and we can't be completely sure that they would change for the better.

     

    The new update is of course a delight. I'm especially glad to see new energy pistols and weapons. These classes were underrepresented in game, so not many people considered building a character entirely around these weapons. You made a good design for the big energy weapons, these ones can actually be useful. The biggest problem with this weapon class is that they usually are too weak in comparison to BFG, so energy weapon-oriented Seras rarely even consider them. Kaleidoscopic Evangelist with its sockets and unusual modifiers can actually win this comparison.

     

    New bows are another good addition. Most people prefer blowpipes because of thier fast attack speed, but such good bows might make them reconsider. And the new blowpipes all have incredibly interesting look and the stats to match - an amesome find for any ranged Dryad!

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  4. The bonusgroups for the rare shields are very large. If you throw in the sockets, the chance of socketing would improve, but not drastically. I'm not sure that having a socket on one shield out of 30 is exactly what we were asked for. The only way to get a near 100% chance of a specific socket on a random item is to add this socket directly to the blueprint. But this means that all yellow shields and not just seraphim's ones would get additional socket and I'm not sure this is desired. They have a lot of bonuses (by sheer number) already and simply adding a socket would make them very powerful (more powerful than some uniques). Permanently changing a less valuable bonusgroup for a socket... may be an option, but it would affect all shields including those already in somebody's posession. So the best way to improve this Seraphim's shield is to create a new blueprint for it. How about making a unique with this skin?

  5. Flix, do you know that you've just doubled the amount of unique shields in game? There were 8 shields below tier 15 (6 uniques and 2 from seraphim's sets) and your mod brings us 8 more! And these ones are really useful, unlike the original selection, out of which only Stalworth Safeguard, Glacial Defender and Unyielding Wall had some real use. Me and my shield-bearing caster characters can't thank you enough! The Reflector is worthy of its legendary status too, so now we have something other than Kira's Wall to look for when we go for the boss raids.

     

    For me the post about the shields is a thing I was looking forward to, partially because two of these shields were my suggestions in some way. It's an incredible feeling to see how your creative approach transformed a vague suggestion about "Elven shield for magic users" into a glorious item called "Celioth's Ward"! Now that's something my High Elfs would be aspiring to find and equip. I also like the little story you came up with to explain the shield's name. The wing shield is something special too - the fire-breathing dragons should beware of power of the Firebird! On this second pic the elf looks like she's preparing to fly... it's a pity you can't equip two of these shields and try.

     

    As for the tier change for the Kufferath Defender, I don't think you should make it a legendary. Now it's more comparable with Patience of Saints, Shield of Mirrors and Officer's Saber than with Kira's Wall. If Officer's with its three gold sockets and two modifiers, one of which is a unique (golden) bonus is a unique that frequently drops, why should a shield with many sockets and modifiers that only benefit characters who specialize in shields be a legendary? Granted, it's a treat for those with Shield lore, but for characters without it, the aforementioned three-socketed items would be a more beneficial way to fill a hand slot.

     

    And while we're talking about tiers, I think you can consider moving the Shield of the Cid to tier 14, because it is quite strong in comparison with Glacial Defender and Stalworth Safeguard. All three of them sport damage reduction and one gold socket, but the original shields only have two more other modifiers, and not a big amount of them. Shield of the Cid has an addition of three useful defensive modifiers and a damage boost, so it comes between those shields and tier 15 Kira's in the matter of strength.

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  6. I already told you that I'm glad to see how you expanded the pool of unique staves. But I have to say it again because these new addition are great. They finally make an idea of creating a staff-wielding mage look compelling. I love how you keep coming up with bits of lore or story to accompany every item. The simpler names suddenly have the whole new meaning if you have a story to associate with them. They stop being something you randomly got from enemies and become gifts of powerful beings, or interesting findings, or something else you wish them to be.

     

    So you decided to nerf Blood Dryad's. I wonder how high the final amount would be. Something like 900-1000?

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  7. I can't thank you enough for making this mod happen, Flix! Seeing familiar Sacred 1 names and stats makes me feel nostalgic and really willing to spend ungodly hours playing the game just to see these items drop. Special thanks to Pesmontis for fixind the sword. When Flix first posted the pictures I hoped that this model would be corrected so that the Thunder of the Sereish could be back.

    The sword is mighty, but being a legendary it has every right in the world to be so. Looks like now we have an alternative for Kal'dur's as a perfect melee boss killing weapon. The Daemon's shield won't compete for being called the best one in game, but it's a good and useful item. My characters would be using it if it happens to drop for them. And thank you for implementing the staves. This typical Battle Mage's weapon class was lacking in Sacred 2, now you've brought some good ones back (or forward in time). I was a bit surprised that you used Intelligence and not Stamina for Delior's, but I guess it's better this way. For magic users in Sacred 2 Intelligence is more effective investment.

    As for bringing full Sacred 1 sets to Sacred 2, I guess I should spill the beans and tell you that I'm currently working on a Xrystal's set for the Dryad. Because come on, guys, Sacred 2 even has a silly message about this set, and it's the one that can be implemented with decent likeness just by making new textures, without importing models. I know that this set was not exactly everybody's favorite, so to make the items useful and keep the things itneresting, I'm making it with a slight twist - I'm building a set around a throwing dagger that can be used for boss killing (like shurikens) and a damaging shield for people who would like to go melee or kung-fu. I haven't told you about this project before because it's unlikely that I'd be able to finish the set until 23rd, but I'm working on the idea.

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  8. Yes, I think you're right. Of course blue modifiers aren't necessarily better than white ones. At first I was under a wrong impression that Artamark's Star has relatively low defense value to offset the strength of armor, but I just checked blueprint.txt and actually its defense value is high for an amulet. So giving a regular amount of some skill that is useful only for a part of characters is a balanced alternative. The staff wielders probably would find that amulet better than Star, others would find it worse, and generally it is about equal.

     

    I'm sorry for always criticizing something or asking questions about your work. It's just that when I myself post something about my projects I'm looking forward to critique more than to praise, because I want to know the weaker point of my work and either improve it or be sure that these "weaker" points are not really weak. I know that not many people are like me. Your work is always great and even when I find something to nitpick or ask questions about, it's just a minor point of an otherwise incredibly good creation.

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  9. What can I say, you've came up with brilliant ideas for a set! I love the idea of dual-wielded staves and the models you choose for them. They match well and look good together, while being noticeably different and easy to tell apart. A well-matched set all the way! I like the name choice too, they match the items and sound good regardless of whether or not you played Dragon Age.

     

    The bonuses look solid, nothing is useless, and nothing looks overpowered. Except that the amulet seems to be on the stronger side from the first sight, but I need to compare it to the Artamark's Star of the same level. Arta-star is one of the best defensive amulets in game (probably the best unique) and it does not offer a skill bonus. If the resistances on "The Herald" (did I mention that I like the name choice?) are somewhat lower, than it's perfectly balanced, if they are the same, it might be a bit too strong, offering a good amount of skill points too. I understand that you probably meant to include "Magic Staffs" skill here because people with dual-wielding characters don't usually take weapon specific skills. But the parts can be used outside of the set, and ring+amulet make a perfect combo for any staff-wielding mage (especially if the first set bonus is for two items).

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  10. I guess that was the universal solution to equipping mismatching weapons - no matter whether both of your weapons can shoot, or one, in practice only one would. It's a hardcoded limitation. And well, making Desert Eagle or Winchester a magic staff is possible (rather coll idea actually), but how will it be wielded in close combat? As I remember, magic staffs shoot only while enemies are quite far, when they come close the character goes melee.

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  11. That question was asked of CM patch developers more than once and Czevak always responded that it is technically impossible. I guess the original game developers did not want to handle all possible combinations of dual-wielded weapons, like gun+gun, sword+gun, gun+throwing weapon and other things like that. Because of that dual-wielding ranged weapons is just impossible.

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  12. I don't mind the gauntlets, even if they clip through the sleeves. They seem to match the rest of the set that looks like the armor is applied to the robe, merged with it, rather than worn atop of it. I don't think it's a bad thing. It's a bit like Asha set for HE - once you've got all metal parts colour-matched, they blend in and don't look foreign or clipping (they might clip actually, but nobody notices it). You did great job on the textures and I like this set so much more than the original 3 aspect sets.

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  13. Finally you've given us a sneak peek at what the new Inquisitor's set is going to look like. Your textures are really good and suit the models well.

     

    Though I wonder where the golden part that clips from above the black knee pads is coming from. This little triangle looks a bit strange with all other metal recolored into dulled silver (or nickel) and black. It does not distract from the main impression, so it won't be bad if you won't find the texture responsible for it. And the glow on the belt buckle should probably be switched from pale blue to pale purple to match the shoulder pads. The golden chord + glowing blue buckle part of the belt is coming from the Magic standart armor (white version). Not sure if you'd want to keep it golden (maybe it's not a bad idea, considering the headpiece), but the glow would look better purple.

     

    I'm very curious about the stats, but the look alone is enough to call the set interesting. The textures you gave it look serious and impressive. Finally the Inquisitor got himself something that looks like armor and does not hurt the eyes with its brightness. That's one powerful guy you don't want to cross.

     

    P.S. The staff is a perfect match. Previously you said that there would be a "big badass staff" and this one totally fits the description.

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  14. How about naming these clubs after symbols of royal power - Sceptre (the one with stylized eagle that actually looks like a symbolic wand) and Globus cruciger (the round one that has crosses as a part of its design if viewed from the side)? And the set name can be something like "Regal Insignia" or "King's Power".

     

    Another idea is naming them scepter and hand of justice after an ancient constellation called Sceptrum et Manus Iustitiae, or maybe even keeping the latin names if you feel like it.

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  15. I sent you a PM with the blueprints. Now I wonder what droplists are you planning to add them to. For my game I used the same droplists that are used for normal unique swords, as well as additional quest rewards pool (random set and unique items that you sometimes get for quests). Though maybe you have different plans for lightsaber dropping. By the way, do you have any idea why Bringer of Light is quite rare? Maybe it's just my bad luck or great overall number of items that make it hard to get, or maybe it was included only to limited number of droplists.

     

    Oh, and today we seem to post to this topic at the same time. The first time around my post came 2 min later then yours, the second time it was the other way around. I hope nobody here minds double posting.

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  16. Sorry for the double post, but you posted a request for double lightsaber ideas when I was typing another lightsaber suggestion. There are some modifiers that I had in mind for lightsabers but did not get to use, as well as other ideas that would look better on two-handers. So I'll give it a try and you decide if you like the result:

     

    Maul's Swordstaff (obviously a red double lightsaber, damage modified to add fire and poison)

    Chance for Double Hit +X%

    Opponent Level for Death Blow X%

    Chance to Hit Additional Opponents +X%

    2 gold sockets

     

    This setup should not be too mighty because there is a one-hander with double hit, 2 gold sockets and other yellow and blue modifiers (Barenet's Judgement). As a double lightsaber (by the way, they actually were called swordstaves in some Star Wars games) leaves no room for a second weapon and/or shield, I think it is warranted to give it a higher chance to double hit (like Ancrid's Blade or Michel's Forging Hammer, but not higher than that because it would be pushing into legendary category). Double Hit and chance to hit additional opponents can be interesting to try together, because they can result in dispatching several opponents in one hit even without CAs.

     

    Jedi Mind Trick

    Survival Bonus +X%

    Chance to Slow Opponents by 25% +X%

    Chance to Evade +X%

    Attack Speed +X%

    2 gold sockets

     

    You control the mind of your opponents to make them sluggish and clumsy and prevent them from noticing how you hit them. Fast.

    But seriously, attack speed works in good synergy with chances to slow and/or stun, but these modifiers usually do not come together on one item. And there is no two-hander that increases Survival Bonus, so why not make one.

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  17. 60+ new items!!! And that was something that you called "a small mod"... I'm already eagerly anticipating the release because even the items that were showcased before make your mod very interesting to try out, and there are many new goodies we haven't yet seen. You know, with such big update some players can be moved to go back to playing Sacred 2 to collect all the new stuff. It's also good that you set the release date for the first version, because you and/or the other members can always come up with new ideas, and if you wait to incorporate them all you might end up never releasing the mod at all.

     

    Meanwhile I started playing my Jedi character again and quickly got tired of the fact that there is no real chance to get a weapon upgrade from drops. There is only one Unique lightsaber that seldom drops, it requires Sword Weapons Skill and lacks some modifiers on lower difficulties (I need to update the wiki page with its more complete stats). Here are some things I made for myself, so that I had some interest in weapon drops. If you don't have other plans for lightsabers and happen to find the following items interesting, I would really love to see them added to your mod. It's a good idea to have all item additions in one place and maybe others would find these weapons to their liking too.

     

    The goal was to expand the lightsaber pool so that Willpower-oriented characters had something to look forward to. Also, as both Power of NIF and Bringer of Light have additional damage types scripted as Magic+Fire, I wanted to add some variety to damage types as well.

     

    The Dark Side (only red in colour, additional damage set to fire and ice)
    To match the name, this one is attack oriented and favours more aggressive playstyle. You can compare it to vanilla one-handers Vlandhar's Revenge and Barenet's Judgement. This lightsaber was given worse sockets than Vlandhar's in favor of having a yellow modifier.

    ek2qus.jpg

     

    Disturbance in the Force (comes in blue and green, additional damage set to magic and poison)
    This lightsaber has defensive/supportive modifiers to be used by a dual-wielder and/or party tank character. As dual-wielders do not use shields I always felt that it might be useful to give them some other way to boost defense if such boost is needed. Better sockets were given to compensate the lack of actual fighting bonuses. Stamina bonus is on par with willpower bonus from NIF and less than stamina bonus on a legendary Magisil. RPH is on an average level found on unique weapons.

    10r6yo0.gif

    qxny4l.gif

     

     

    Windu's Mace (only purple in colour, additional damage set to magic and ice)
    As the other two add to offense and defense, this one boosts CA usage. I wanted to have a normal fighting weapon that adds to CA range, so here it is. CA range is set lower than on Nlovae's Mystery and various set completion bonuses, but higher than on a Blade of Mages (because, honestly, Blade of Mages gives too low a value to have noticeable effect). Chance for secondary effect is of a great value for lightsaber builds, so I added it here, but values are not high in comparison to other items (though not so low as to be useless). Lower quality sockets were given to offset the useful modifiers.

    289v1jt.gif

     

    If anybody is interested, I'll share the blueprints, though of course new blueprint numbers and nametags would have to be assigned.

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