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BrainMuncher

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Posts posted by BrainMuncher

  1. 1 hour ago, Flix said:

    Hmm... yeah.  If I could get the whole "scripts" folder that would be quite a treasure.  Though I'm pretty sure if it's on Steam it's the full version with expansion.

    There's two separate versions in my list - Fallen Angel, and Gold. I'll download Fallen Angel overnight (slow connection) and see what version number it has.

  2. 6 hours ago, Flix said:

    Ok here's the CM interface with opaque black background.  I think it's much easier to read the text now.  Things look really crisp.  

    oJpcPF1t.jpg   NZ7it2bt.jpg   1LGyyYxt.jpg   IHPMGrzt.jpg   57Cy9Wpt.jpg   B7VuoAMt.jpg   EGsYASFt.jpg   eJpS5oXt.jpg   kqaqWgYt.jpg

    Is it too black?  Should I try another color?  Did anyone actually like that hideous blue background from Fallen Angel?

     

    EDIT:

    Ok I'm sorry, but really?  Someone's complaining about wanting the old interface back?  It looks even worse!  It's just as transparent, plus it's blue.  It's nigh-impossible to read jack.

    sacred2hud1024x768.jpg

     

    I can't appease everyone, so I won't try.  Play the patch or don't.

    ^ Thats how bad the current CP version looks to me. Vanilla for me looks much more opaque than that. Don't ask me why, I don't have any other mods or tweaks. But that was my major complaint, the readability. As far as I'm concerned, the more opaque, the better.

    mN5YJ6M.jpg

    • Like! 1
  3. 1 hour ago, Flix said:

    What's the "so forth"?  Now's a good chance to elaborate, as I'm working on the next version of the patch.  

    I've already decided to change the font and graphics in the loading screen.  The interface is still up for discussion.  The "Black Glass" mod wasn't even originally part of the CM Patch, it was just incorporated later on.  Making it opaque is no trouble.

    That just leaves a small number of unique items, doesn't it?  What else is hanging you up?  BTW this is the first patch release that I've been in charge of so I'm willing to listen to anything.

    Well, basically everything. Call me a purist, but my preference would be the vanilla game with bugfixes. Vanilla UI, no new items, lightsabers rare like they should be, etc.

    As an example, I've played a Dryad up to around level 130 now, who has had high Enhanced Perception the whole way, but I've yet to find a single piece from the Glyphs of Torment set. The only vanilla set I've found a complete set of so far is Tendrils of Time, which is only three items. Meanwhile, the CP sets have been dropping like candy. I keep one of each class set item in the stash, and the Wild Cat items are always on level. I'm usually finding multiple copies of the same level item and selling them off. Same goes for the all-class CP sets like Crypt Raider's Artifacts, multiple duplicates dropping consistently. My one and only Meho's Chestguard that ever dropped is level 65. Never found a Girth of Flame.

    It's also more than just a small number of unique items. To quote the wiki:
    "CM 1.50 integrated a large modding project called the Community Items Mod, in which many community members contributed ideas and designs for new items of all kinds."
    I appreciate all the work that must have gone into that, and I understand a lot of people love that sort of thing, but I'd prefer to play without it.

    Quote

    I've already decided to change the font and graphics in the loading screen.

    In my mind there's nothing wrong with the original. So this is the sort of thing I don't like. Arbitrary changes to things that weren't broken.

  4. 14 hours ago, Flix said:

    99% of the CM Patch is bug fixes and restored content.  What I mean by "restored" is things that the game designers made and for some reason didn't finish.  In many cases very little was required to "finish" the feature and add it to the game.  In some cases, CM Patch developers had to invent, but great care was always taken to make things "fit" the existing game design of Sacred 2.

    The other 1% of changes are more like Easter Eggs.  These are mostly items that make a reference to other franchises, like Star Wars.  Sacred 2 was already full of these kinds of things, so adding a Darth Vader helmet or a Buffy the Vampire Slayer scythe isn't against the original game design.

    If a new item is powerful, it is made rare and difficult to get.  Balance is always kept in mind.

    There are really no aesthetic changes to speak of, except for the interface.  The interface in the CM Patch uses a modified Fallen Angel skin, instead of the Ice and Blood skin.  The CM Patch developers were always willing to change it back if no one liked it, but no one ever complained, because it looks so much better.

    I don't mean to whinge but I really wish there was a "bugfix only" version of the patch. I disabled the new UI by unzipping skin.zip. Quite frankly it looks terrible, especially the console during loading (who thought red text on red background was a good idea?). But the main problem is it is too transparent, making the text even more difficult to read than it already was. I have the same complaint about this forum skin, but thankfully I know how to fix that with some custom CSS.

    If I could I would install a version of the patch without all the new items and so forth. Just vanilla with bugfixes and "unlocked" content like the Christmas island. If I haven't complained before it's because I don't want to criticise a free community patch that someone obviously put a lot of love and effort into. It really feels bad to come to a small community like this and start bashing people's labour of love. But if I'm honest there's a lot about the patch that I don't like. I will probably uninstall it for my next playthrough and just try to remember not to go in the artamark crypt.

  5. Thanks gogo. I've got another piece of info to add.

    One of the modifications for the Sinister Predator buff adds a regen time reduction for the Capricious Hunter aspect. If you think about it as a regeneration rate bonus rather than a regen time reduction, it is pretty simple to figure out.

    My testing shows it is 30% + 1.5% per level faster regeneration. So for instance if you wanted to know what it would be with Sinister Predator at level 50, it would be:
    30 + ( 1.5 * 50 ) = 105% faster

    So in terms of a regeneration time reduction, that would be:
    1 + (105/100) = 2.05
    1 / 2.05 = 51.2195% regeneration time reduction

    That would appear as "Regeneration time: Capricious Hunter -51.2%" in the bonus overview.

  6. Hi, first post here. I got Sacred 2 back in the day but my PC at the time couldn't run it, so I've been playing it for the first time recently. The following applies to the gold version from steam. I've only played a Dryad so far so I can only 100% confirm that this is accurate for Dryad.

    I found the regeneration time formula on the wiki was not giving accurate results, and spent a considerable amount of effort figuring things out, so I thought I'd share it here.

    The first thing to understand is that it seems that internally, the game calculates things not as regeneration times, but regeneration rates, or the inverse of the regeneration time (1 divided by regeneration time). This is why when you hover over stamina in the character sheet it shows a high percentage, this number is showing how much faster than normal that your CA will regenerate. That number in particular is an average of all three aspects, so it's not very useful, but it gave me a clue as to what was going on. So if your Combat Arts base regeneration time was 5 seconds, then the base regeneration rate for that CA is:
    1/5 = 0.20 regenerations per second

    and if you had -60% regeneration time:
    1 + -0.6 = 0.4
    1/0.4 = 2.5

    So if this -60% was the only modifier, and applied to all aspects, on a naked level 1 character (with expert touch turned off), the stamina tooltip should show 250%.

    If you now applied that to the Combat Arts regeneration rate:
    0.20 * 2.5 = 0.5 regenerations per second

    Giving a regeneration time of:
    1/0.5 = 2 seconds

     

    Now for the stamina modifier. There is an unlisted bonus that is additive with the bonus from stamina. Every time you level up, you get a bonus which is functionally the same as +1.5 stamina. I'm not talking about the 10% stamina gain at level up, it is unlisted and in addition to your actual stamina value.

    Let's take a level 90 character with 260 stamina as an example. So to calculate the stamina modifier, first take your listed Stamina amount, minus 25. This is "how much more stamina do I have now than I had at level 1?"

    260 - 25 = 235

    Now add 1.5 for every level the character has gained:
    1.5 * (90 - 1) = 133.5
    133.5 + 235 = 368.5

    Think of this as "Combat Arts will regenerate 368.5% faster than normal". So to get a multiplier we need to divide by 100 and add 1.
    1 + (368.5/100) = 4.685 (the equivalent of a -78.6% regen time effect)

    If we apply this to the previous example which ended up at 0.5 regenerations per second:
    0.5 * 4.685 = 2.3425 regenerations per second
    1 / 2.3425 = 0.4268 seconds regen time

     

    Now the last thing I will explain is that the skill Concentration stacks additively with Focus skills. This is not obvious at all because you would think that if you had -70% from a Focus and -30% from Concentration you might achieve -100% regen time and eliminate regeneration times completely. But remember we are dealing with regeneration rates. So it works like this:

    First convert them to rates like we did in the first example:
    1 / (1 + -0.7) = 3.333
    1 / (1 + -0.3) = 1.428

    They are multipliers so we need to subtract 1 from each before we add them.
    3.333 - 1 = 2.333 (233.3% faster regeneration)
    1.428 - 1 = 0.428 (42.8% faster regeneration)

    Now add them and add 1 again to make it a multiplier:
    1 + 2.333 + 0.428 = 3.761

    If we apply this to our previous example which ended at 2.3425 regenerations per second:
    2.3425 * 3.761 = 8.812 regens per second
    1 / 8.812 = 0.1134 seconds regen time

    The result of this is that if you are already investing in an aspect's focus, the effect of concentration is far less than the listed amount. If you do the math (I did it with an unholy spreadsheet), you find that even with running two buffs you are probably better off putting your points into the two aspect focus skills rather than raising concentration. Obviously if you want three buffs you need to raise concentration, and it might be worthwhile if you are relying on skills from all three aspects, or if you have already maxed out you focus skills and still want lower regen times. But otherwise the benefit of raising the "highest level without penalty" will almost certainly outweigh the small regen time benefit from concentration.

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