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Androdion

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Everything posted by Androdion

  1. That could solve the trick, I'll let him know. Thanks mate!
  2. Hey guys There's a Steam user that's playing with CM 1.60 and so after changing difficulty he teleported right into the expansion area without activating any portal or monolith in the main land. So he's basically stuck there... Is there any command line that allows you to teleport via the console so he can get out of there?
  3. I like your enthusiasm, but a full game translation is a huge huge task! You need to translate every little detail down to the books you get from drops, it's not just the common game details like menus and skills. It's an enormous task and I don't think that it's something that two guys can accomplish. I too love the game and I've been playing it since 2009, but I don't have the availability to spend months translating it entirely. Real life demands my time and the off time from that is spent in Ancaria anyway. You should really start a new toon with CM 1.60 because the difference is immense.
  4. Made a correction to the order of the set bonuses here: http://www.sacredwiki.org/index.php/Sacred_2:Pandamonium's_Pride It's Like Denderan's set, the first three give +All Skills right away, it's not the final bonus as it was.
  5. DUDE YOU'RE AWESOME, THANKS FOR THE INFO! Now that I've shouted at you do feel free to keep spreading useful information, that is always much obliged.
  6. Enemies on the Crystal Planes provide notoriously less XP than on other higher level regions, but the enemy density is quite bigger in comparison, so my guess is that it evens out eventually. Plus you have a lot of quests, and once you go deeper into the region you'll find some undead and some mini-Facetalleons that give better XP. The area nearing Narnuil's lair is a nice place for grinding XP. And it makes sense for a Pyro Elf to dominate on that region since it's mostly an icy one, but beware because a lot of enemies have physical/poison and physical/magic resistances and damage so not everything is icy. If you want a great place to grind in the Wastelands do the following; start at the harbour and head over until you reach the first monolith with the merchant near it. You'll have to cross over a bridge and you can see a great deal of demons below that bridge. Now the trick is this, cast Shadow Step and target the spot below the bridge, you'll see your HE is suddenly down there in the middle of them. There are a lot of enemies there so beware, but once you've dealt with them you can travel back and forth that path and you'll basically do a perpendicular path to the one you do over the bridges while doing the path of the main quest. That path below the bridge runs for a long way so you can grind a lot of XP there. I think you can easily do 1 million there, so that's that. When you get over that just teleport back to the monolith and keep going your way. Answering your question to Hooyaah, at first it's important to master the skills to have the mastery bonus kick in, then if you really need them to be of a higher level you can do it. But the point is that there's a big jump when you go from 74 to 75 hard points on a skill, the same not being exactly so from 75 to 76 as the payback is considerably smaller. So I think that first and foremost it's important to reach mastery on the essential skills of the build and afterwards start pumping those two or three specific ones that will always come in handy (extra points in Constitution/Toughness for added HP/armor at levels 150+ for instance). The only reason to no not stop at mastery level at first is that you absolutely need to keep the skill at character level, either because you're a bargainer/blacksmith/etc or because you need those modification points for a fourth or fifth CA right away. Other than that it's 75 first and then we'll see.
  7. Then it's pretty awesome, well apart from not being able to randomise a tier 15 item. Still I think it's a very interesting approach to rewards, and it would surely help rebalance the character's set drop rates. Like Hooyaah said and I agreed there's just a too big of a pool right now and a lot of mini-sets keep dropping instead of the more specific character sets. So removing them from drop.txt and assigning them to quest.txt would probably improve this. And it would in turn give players an added motivation for questing instead of just grinding, as well as making way for added character planning. Want to play with a specific item that never drops, base a build or a build's approach to it? Now you can, with a bit of work. What do you think, is it a worthy development? If you do I'd say that the higher the tier the farther down the Wastelands the quest should be, as to power balance things. Having a Kira's Wall at early stages of the main quest feels like a no no, but getting to it when nearing the endgame feels much more interesting. I guess that this could be a way around one of the game's biggest issues, the fact that you can spend years playing it and never have items from certain tiers drop. Randomising quest rewards would be incredible for legendary rewards, but alas if it's not possible then there's no point in keep thinking about it.
  8. Indeed that was what I was asking. I did read the EE changelog like you posted above and the EE Quest Rewards after killing Holos and getting a Bergonix' Judge (the look on my face then!). I did so because I wanted to understand what and where those fixed drops are, and then I realised that the Crimson Vengeance sword I was wearing was just a random drop (yay for legendaries!). I've downloaded the Visual Guide and it's immense, but I think I'll have some fun browsing it. Totally forgot about it, you're absolutely correct. I even used to use it in order to farm the Egg at the Guardian's chamber before I started playing with EE. Yeah, I think that since you've restricted that modifier to uniques and above the idea of fixed drops for such game-changing items would be interesting in terms of progression in the long run, as well as character plan up. I stopped playing MC HE because it needed a bargainer to feed it those weapons, since Kaldur's Legacy barely ever drops anyway. So it would make sense to have different types of weapons with %LL as fixed drops in long chain quests. Another thing that would be interesting would be to have mini-set items drop as quest rewards, since some are legendary-like in their willingness to (not) drop. Now bear with me for a minute because now this gets technical and I may ramble a bit. Is it possible to make these specific items that are fixed drops as quest rewards absent from random drops? I have no idea if by removing an item from the drop lists it will affect its possibility for a fixed drop. Or in other terms, I have no idea if fixed drops and random drops share the same "base drop list", but if they don't it would be an interesting idea to have fixed drops absent from random drop lists as for the only way to obtain them would be making that particular quest. You want more interest in questing? Yes please. But alas I'm not sure if it's possible. Never had a Kira's Wall drop anywhere else, be it vanilla, CM 1.50, CM 1.60, EE 2.1, nothing. Yes it's overpowered as hell but it just won't drop. If it would be fixed though... One thing Hooyaah and myself were discussing the other week was that with the amount of set items that CM introduces it becomes harder to complete sets. So if it would be possible to make mini-sets fixed drops and remove them from the random pool it would also increase the possibilities of completing the character-specific sets. But it all depends on the technical aspects of the drop lists, which again I have no idea how they work. The idea seems interesting though.
  9. Yesterday I went by a location that I always go by, only to discover that if I cross it instead of going along it there's an automatically triggered chain quest. So I share the sentiment, ten years in and still having fun and finding stuff.
  10. Since I'm playing EE with a dual-wielding SW and I got a Disturbance in the Force making use of Grim Resilience for added damage I thought to myself why not getting a Power of NIF from the Epic Office quest to accompany it. Sounded like a great idea so I went along with it. So I got the expected reward but to my surprise I suddenly realised that Stradal's Hammer has a different design on EE. Not only that but its life leeched per hit bonus was changed to %LL from opponents, which basically made me go out of my chair and do a jig. It's worth noting that previously only Kaldur's Legacy had this modifier as a one-handed weapon, and since Stradal's Hammer is a fixed drop it will drop, unlike Kaldur's which is a nightmare to get. This opens a world of possibilities and allows for a better "late game" management since from Platinum onward it's very difficult to deal with some bosses without this modifier. Try playing a Magic Coup HE without this modifier and I'll guarantee you'll find it next to impossible at higher difficulty levels, just to name an example. So yes I'm very happy with this change since fist weapons where apparently neutered (%LL only on unique/legendary items on EE 2.1). It makes me wonder though, what other items did you change Flix? I've noticed that the legendary relics now have the bonus unlocked even without Enhanced Perception, but do you have a list of the altered items? Knowing you as I do I believe you have, I'm just not sure if you've posted that anywhere. Also here's and added thought. How about having a two-handed and a ranged weapon with %LL as part of a quest reward, making them fixed loot like Stradal's Hammer? If you already have a one-handed weapon as fixed loot why not having the other two to cover the range of possibilities?! You also have lightsabers as fixed drops, so it's just an added thought.
  11. Hi. Try this thread,it should provide at least some help:
  12. Yeah, those specs should be more than enough to enjoy the full effects of the game. Though in all honesty the game can still be taxing in terms of some f the effects and textures. Glad to hear you're ok now, enjoy the game!
  13. Yeah sure, I just put everything into "hit chance". Should've worded it differently, but it accounts for attack/defence values, evade chance, block, reflect. And spell intensity/spell resistance if it's a spell based hit.
  14. My logic was sound but not my reasoning, so correct order should be this: 1. Hit chance (if an attacks hits you or not) 2. Damage mitigation (if it hits DM removes its percentage from further calculations) 3. E-shield (if the shield can absorb all incoming damage it stops here, if not it continues) 4. Armor (resistances are applied to incoming damage) 5. HP (if anything still gets here it deducts the damage from HP) I think that now that should be it, but my eyes are betraying me again.
  15. Performance depends on your rig setup, graphic settings and game version. Post that info please.
  16. Look, just stop. Every time you get refuted you find a different argument to keep picking a fight, and honestly this passive-aggressive posting isn't in line with how this community works. We can all argument all we want but there's a fine line between stating your opinion and just pointing fingers saying "you're wrong, wrong wrong". You say I can't take criticism but I'm just stating facts, not opinions. You can play the game patched with how the modding community did it or you can play it unpatched like the original devs did it. Man, you can even start modding it yourself to your own personal amusement. Many user here do so. What is definitely not welcomed here is a confrontational attitude as this is a chilled community where people come to coexist without attrition, so please and if you will don't be a source for such attrition as to make people feel uncomfortable here. Post around, make questions, say your opinion out loud, but drop the attitude. Please.
  17. It's a clear issue for you, it's "game design" for those who made the CM Patch. You can always respects other people's vision and opinions while maintaining your own. But really, if you want pure vanilla play pure vanilla, as anything else isn't part of the original game design anyway. I recommend Sacred 2 Gold without anything else on top of it.
  18. But mate, playing those quests ARE optional. That was my whole point, and if you don't want to abuse those rewards you just don't do those quests, plain and simple. Now if you're a completist then I can understand the frustration. And I beg to differ about the loot grind. Take legendaries as an example, try to get one to drop during the campaign and you have limited chances since they'll only drop from some types of enemies. In LAN you can just teleport to the Nameless Guardians chamber and kill them over and over again in order to attempt legendary drops. Isn't that an exploit when you can then use those in SP mode? Yes, it is. So my point stands. @Hooyaah - I can understand the sentiment, and I reckon that a lesser pool of set items would make drops more in line with what you desire. In vanilla the three primary sets were easier to be completed, but my guess is that the issue isn't with class-specific sets but more so with multi-class sets which are abundant and tend to drop a lot. Mini-sets with jewellery and weapons which are now also a part of that rarity pool.
  19. I suppose your 1-8 list would be the correct order, as DM reduces the amount of calculated damaged that should "hit" your opponent. When it hits if you have an e-shield the respective part of it should be averted, but mitigation was already calculated because it's supposed to "hit" your character. My logic may be faulty though.
  20. Oh yeah, between mastering Pyro skills and having a third buff do master Pyro skills first. And Constitution, that's very important on a HE! Besides, how modified is the Demon buff anyway if so little points are spent in the Pyro skills? You might as well master them and grab enough points to fully modify the Demon buff before starting to use it. Any of those three skills is going to wield better practical results than raising Concentration, which "justs" decreases regen time. The Pyro skills do that, plus they raise damage, cast speed and highest CA level so it's a no brainer there. And Constitution mastery allows for much faster HP regen, which on a fragile HE is a must.
  21. I always find it funny when people complain about being able to make choices. Yes the game gives you choices, by design, to choose either a Light or Shadow Path character. That in turn will limit the way you play since both main quests are a bit different, plus some quests are only available to either side (Panem et Circenses for instance is Shadow Path only). That's not poor design but the way the game was actually designed, with moral choices. So why should a good deed quest like Feed the Poor be available for a Shadow Path character?! It may seem petty or miniscule but it's still a moral choice so it fits with the game concept. Now the fact that with CM Patch that particular quest can give you a bonus that wasn't originally coded into the game is another issue. You can agree or disagree, and yet the CM Patch also isn't part of the "original code", so again I fail to see what's so wrong about a non-official patch changing the way some things work anyway. The fact of the matter is that content was restored and content was introduced, but using the patch is purely optional. And even if one uses the patch, doing either of those two quests is again optional. No one forces anyone to play in specific ways to take more of the game than it was supposed. Again I find it funny that no one seems to complain about a player being able to grind bosses repeatedly in LAN mode, and yet that's part of the original game design. You can grind XP and gear as much as you want, so how is that any different from grinding skill/attribute points? At the risk of sounding repetitious, it's again, optional. And please, if a player wants to cheat he/she cheats. There are no "pure" ways of playing this game or any game. So I go back to my opening line to say, why do people complain about having choices when they can be had, or not? I think I'll never quite understand. PS: The fact that the set/unique pool is much wider and that there's an added difficulty in finding everything is the most sound argument so far, and I can sympathize. Yet if one would be able to find every piece of every set at a given difficulty how rare would they be? And how overpowered would you be with many of them giving absurd advantages like %LL?! Yeah, look the other way and you'll see there's a reasoning to be made for each side of the question.
  22. It's a bit of a predicament, but if you have the gear to back it up then sure, rush Platinum. The thing is, you're missing out on masteries, and that is important in terms of the power balance between your toon and mobs. So my advice would be that you could go half-way between the two options. Rush through the first few areas, since enemies and quests there aren't very optimal in terms of XP gain, and then start exploring and questing to further detail on regions that allow a better XP income, either by the quests themselves or the mobs you kill along their way. That way you can avert making "all those quests in all those areas" and at the same time you can still grind enough as to master some of the skills you need mastered. I've been having a go at a SW since Bronze, ended it around lv.40 and then Silver around lv.80, both mainly by doing the main quest with a bit of grind on higher populated areas. Now I'm on Gold and I'm rushing it (lv.90 at the Swamp) because I've reached that threshold where the masteries come into play and the enemies can't have a proper go at me. So since there isn't much of a challenge right now I'm just going as fast as I can through the main quest while keeping an eye at my fifth mastery before entering Platinum. It's an important one because as a dual-wielder and with Tactics Lore, Dual Wield, Constitution and Armor Lore already mastered, having Toughness mastered as well before entering Platinum will definitely keep me alive. Then I can focus on happy questing while I increase my other skills like Damage Lore, Combat Discipline and Focus skills (poor Concentration never sees any points, ha ha). So it will depend on your will but I'm guessing that the compromise I advised isn't too shabby of an alternative.
  23. I wish I could help but I don't have an explanation, so anything I'd say would be sheer guessing. Sorry guys...
  24. You need to unzip the file you download because GME doesn't read from zipped files. Then you just need to enable the parts of the mod you want to use with GME. It's actually pretty simple.
  25. No rush mate. Did two quick runs into Gold and that was what I noticed being wrong, so the mod is solid!
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