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Bezlonir

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Posts posted by Bezlonir

  1. I'm fairly optimistic as of this morning. I have to finish a minesweeper build for a course I'm taking and make sure I'm caught up on my React.js stuff, so my studying may put off my work for a bit. But I think I have a solid concept. But I've also been slacking off and reading Game of Thrones and playing Sacred 2 on PC!

  2. If you want to make the game harder in a fun way, try changing creatureinfo.txt and adding stat bonuses to monsters and making elites spawn in larger groups.

     

    I don't think I changed those high level penalties by much. You have to keep in mind that they're going to have an exponential effect. If it's 5%, that's going to apply for each level, I think, so after 50 levels you're looking at 1.05^50, which is 18X xp, and that's just from one bonus, and they all apply, so you might be getting around 60000% xp at a high level off of those values just being at 5%.

  3. I tried changing the high level experience penalties into bonuses a long time ago when I was trying to test some spells.txt modifications I was farting around with. By the time I got to like 180, I was leveling like almost every kill. So yeah, it works both ways.

    • Like! 1
  4. I'm still working on this. I got the data for the 1200 or so bonuses into an array, so I am working on processing the data. I'll have to see if I can figure out he file manager api in javascript. It wasn't working so great with the design pattern I employed. I don't want to subject people to copying and pasting, as volatile as that file seems to be.

  5. 3 hours ago, Flix said:

    blueprint.txt is very fickle as to the encoding format.  Unless you used a proper text editor like Notepad++, you probably changed the encoding when you saved it.  If that's not the case it could be a syntax error, like a missing comma.

    Ah, I was editing it in Notepad. I'll try it in vscode when I get another character ready to test it out. Don't want to lose all my forge slots in my gear again heh.

  6. Hello! So I've been contemplating making an extra set of difficulties that one could go through after one's character reaches 100 or so. It's easy enough to make another set of parameters for what is in the balance.txt file. But the whole affair is pointless if each new difficulty doesn't offer greater and greater loot to go with the stronger mobs and whatnot. This leads me to blueprint.txt, and the newBonus items, which each have 5 difficulty values. I was figuring that extrapolating these values for additional difficulties might result in better gear for those difficulties. However, I tried as a test to modify "sb_addskill_any" to reflect the values one sees on consoles (effectively the idea was raising the allskills back to the pre Ice and Blood nerf). This resulted in all modifiers disappearing, all runeslots got emptied from my gear, and the game crashed. Not auspicious. Does anyone have any experience tinkering with the bonus values in blueprint.txt? I'm trying to figure out if this will work or if the game won't accept modifications to those values.

  7. On 3/11/2018 at 5:38 PM, gogoblender said:

    awesome seeing you back, Bezlonir.  I've enjoyed watching your channel on Youtube... one of the only ones out there devoted to our beloved little game:

     

    gogo

    Thanks. I love this game. It's hard to play anything else. I am enjoying the new mobile version of Titan Quest right now. I wish there was a similar mobile version of Sacred Underworld.

    • Like! 1
  8. I wish I had a higher upload speed, then I might. I was playing a dark elf not too long ago. But I've mostly been playing Sacred 2. I only play with an xbox controller rigged with Xpadder, and click to move games are a bit tricky. Thankfully Sacred 2 doesn't have that issue. It crashes a lot on me, but at this point I've come to terms with that.

    • Like! 1
  9. 22 hours ago, gogoblender said:

     

    I loved Combos! It was always a great surprise and delight to see how they'd combine.  Loved using three attcks in a row with my seraphim and see her auto dash after another targe after decimating the first target

     

    :D

     

    gogo

    Yeah, that's pretty neat. Plus, it's a good way to squeeze more combat arts into your rotation.

  10. Still playing my Celestial/Revered Seraphim on PS3, and I came across another deep nugget of Sacred 2 knowledge. I put hallowed restoration followed by radiant pillar in a combo, and it made the damage from radiant pillar follow my character for the duration of the spell instead of being centered on the pillar. I am telling you, Combos can do some crazy things!

    • Like! 1
  11. 9 hours ago, Augmint said:

    http://www.sacredwiki.org/index.php/Sacred_2:Archangel's_Wrath

    Damage is fire & physical - red hot mod is only improved fire damage. Played Soldats Celestial/rev tech build - Salvo is the better choice by far.

    Your build seems similar. I didn't find Baneful smite that useful tbh, and I just went for damage over reducing enemy resistances (stacking Pillars alone on bosses should get a weakening effect)

    Whilst flaring nova is more for mobs, the benefit of modding it for 2 pulses = 2 stun chances

    I think your damage is low because you haven't taken Rev tech lore yet. Makes a big damage difference.

    http://www.sacredwiki.org/index.php/Sacred_2:Revered_Technology_Lore

     

    Also, what weapon are you using? Deathblow %?

    As a last resort you could just use LL% shurikens on bosses.

    I think my weapon was just whatever I could get. I was using Kuan's for a while. Currently, I got annoyed at how often my PS3 crashes when I'm playing a toon that uses a lot of combat arts, so I reinstalled my PC version and so far that's going well. As always, I use xpadder and an xbox controller to play. Started a Temple Guardian just to play with modding Untouchable force for maximum damage. I hope to come back to the Seraphim, and then I should have access to Ancient Magic on PC.

    • Like! 1
  12. On 9/12/2017 at 6:17 AM, Augmint said:

    Flaring nova doesn't do alot of damage along with AW unless they are modded for double hits.

    Baneful smites damage is pretty poor too.

    Have you modded them or have you modded the defensive spells/buff first?

    At level 58 and with bargaining you should shop for some +Combat arts, or find some Tinworas.

    Also deathblow works in console doesn't it?

     

    I didn't get double hit on either. I was concerned about being able to damage bosses, and I wanted to take extra damage wherever I could. I haven't gotten to mod baneful smite yet, as I started with radiant pillar, cleansing brilliance, and then hallowed restoration.

  13. Hey all. I recently dusted off my PS3 to play Sacred 2 again (because my PC version's been crashing, though so does my PS3 version). Anyway, I've started a new profile and chose a magic seraphim to be my bargaining character who will allow me to play with other builds I like thanks to the OPness of All Skills.

    I'm wondering how high in level I'm going to be able to get her, though, since it seems that she has no way to reduce enemy resistances and most of her damage is low even with decent All Skills. I was wondering if I was missing some way to reduce enemy resistances. (If alchemy is an answer, that's not gonna fly on PS3) Or maybe I won't need that. Just curious what possibilities I'm looking at with this toon. Though... does the weakening effect of baneful smite and all those secondary magic effects make up for it at all?

     

    So far She's 58

    concentration

    armor lore

    celestial magic focus

    revered tech focus

    perception

    celestial magic lore

    warding energy

    combat discipline

    bargaining

    *planning on revered tech lore

     

    mainly using flaring nova, radiant pillar, hallowed restoration, baneful smite, archangel's wrath, warding energy, and cleansing brilliance

  14. Hey all. So I just got a 4k TV, and I'm trying to play Sacred 2. So far, it's awesome. But when I go into graphics settings, the list of resolutions pops down, and it's like options past 2560 x 1440 just scroll off the screen and I can't get my mouse to them. So I'm wondering if anyone knows how to set the resolution higher.

  15. Hey man. I've given this some thought myself. But it can't be done without weeks of meticulous effort. New monsters from D2F use a ton of different scripts and resources. You would have to copy every single entry for every single new monster (and the items they use) within 18 different script files and carefully paste each one into the vanilla scripts. You would also have to make sure you copied over all the applicable textures and models. Then you would have to decode the vanilla global.res, paste all the new and changed creature names from the decoded D2F global.res into the proper places, and reencode the file.

     

    An alternative would be to just copy the vanilla spell entries for each character into the D2F spells.txt. But then every other aspect of the game would still be D2F, including all the texture changes and redesigns. Plus you'd still have to swap in all the old icons and sound effects, decode global.res and change back the text entries for each combat art and each modification, not to mention the class names...

     

    It would take me weeks to do either one, which is why I haven't done it. The mod is a knitted-together whole. Pull at one thread trying to extract something and the whole thing comes unraveled.

     

    Yeah, I figured it would take a lot of work in a lot of different files. I guess it will give me something to look forward to for when I play your mod again. I vastly prefer the creatures in that mod, as it balances the areas much better and provides more challenge and interest throughout the zones.

  16. Hey all, so right now I'm playing a three aspect Dragon Mage at around 50 in gold and really really enjoying it. Nobody ever mentioned in the wiki that the animation for Dragon Strike is so epic that it makes the whole toon worth it! It reminds me of something out of Golden Axe lol.

     

    Anyway, so I do have a couple questions. I'm enjoying playing with the Community mod, but I liked the monster population from the Diablo full conversion mod. Eventually I want to play those classes in the D2 mod, but right now I'm enjoying standard classes. But I'd like to play against the mobs from the D2 mod. So if anyone can help me with how I can arrange my files to do that, I would appreciate the help.

     

    My second question is more of a query. I'm toying with the idea of making a mod when I hit 100 that will rearrange the difficulties to make level bronze as difficult as Niobium and then scale up from there until Niobium starts at like 160. All I'd have to do is erase campaign progress in the character editor and I could take my toon through 5 new, more extreme difficulties. I think it would be fairly easy to accomplish, but I was curious if it would be something anyone else would be interested in. I won't start until I get to 100, so it will probably be a few weeks before I consider actually making a mod.

  17. I may start an LP this weekend, I don't really know. I'm really into the Magic Coup high elf I'm playing on the PS3. Got her at 66, pushed armor lore and ranged so I could take the damage mod on magic coup. Now I'm going to get more arcane lore to hopefully bring my damage up. My key is I love playing with fire as my defensive tree. So I have tons of armor and like 55% melee reflect and ranged blocking. My expulse magic of course is an insanely useful tool. Incendiary shower is nice for heavies and delivers a nice stun. I made a combo of a modded shadow step and incendiary shower to create a huge stun with Area of Effect damage. I also like to drop a stunning shower and then throw up an expulse magic. Devastating. I'm really happy because I couldn't get a Magic Coup elf past 40 without my choices making them super weak before.

  18. I want to do a Let's Play and go all the way through Niobium. It would be really long. But I love this game. I want to do classic with the Community patch. So the question is what class? I'm thinking Temple Guardian, possibly Lost Fusion, or a Dragon Mage. I want a bit of a tough build that will change a lot as I level. I also wouldn't mind an inquisitor of some sort. Any thoughts or class you'd like to see?

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