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Roderick

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Posts posted by Roderick

  1. Has anyone else run it in Win 11 and had some problems? It starts up normal for abput 30 seconds. Then it slows down, like the character has to go through very thick liquid instead of air. Clicks aren't recognized for movement either, camera rotation stops in one direction as if the camrea is stuck on a wall.

    I had it run fine for years till win 10, and now this. :(

    EDIT: Solved by fixing the FPS. Seems too powerfull systems just burn through this old game. ^^

  2. 1 hour ago, dimitrius154 said:

    Was "Chance to Inflict Open Wounds" an explicit property on a weapon? If so, it's not affected by Damage Lore, only the chance, that stems from a weapon's raw damage is.

    Actually, I am not quite sure about this topic.

    1. You are able to hold weapons that don't have this property in their property list. Then there isn't shown any chance under "Weapons" (in the inventory menu), so I couldn't really check an increase IF there is a chance for Open Wounds just based on physical damage alone. 

    2. Sometimes it is a blue modificator on an item, sometimes a golden and sometimes it just looks yellow, like the colour for physical damage. It has this colour shown unter "Weapons" together with the chance to inflict those wounds. Those chances don't seem to rise, though I haven't tried all three rarities.

    3. The wiki just says "wounds", but there are different types of wounds. If physical damage alone would trigger Open Wounds, it wouldn't be usefull at all, since later on the weapons I aim for trigger Serious Open Wounds, which does more damage than Open Wounds, and I would like to increase duration and damage for those.

  3. Hello to all those who crawl through the deeper code of Sacred 2. ^^

    Does anybody knows whether Damage Lore and Wounds work together?
    Wiki says "Increases the chance to trigger Secondary Effects (burn, freeze, wound, weaken, poison) of the respective damage types."
    But I tried it with Open Wounds and the chance to inflict Open Wounds didn't increase. :(
    (It works with the other damage types, though.)

    I would like to try the stupid thing of going damage lore, dual wieldinh AND sword mastery to level 75, to inflict Serious Open Wounds, Deadly Wounds, Burn and Poison alltogether to one enemy. I took test-save with level 100, equiped a weapon with chance for Open Wounds and skilled Damage Lore. But in spite of the wiki, the chance of Open Wounds didn't increase. :o

  4. 13 hours ago, Flix said:

    Why on earth would I take the time to fix all the CA's and then selectively apply the fixes only to an optional module?  The change log states everything I've done in EE and delineates what changes are specific to Alternate Spells.  You rest assured that all changes are part of the CORE mod with the exception of swapping in the alternate CA's.

    Alternate Spells is extremely lightweight and barely does anything compared to the CORE.

    I have almost no idea of modding and I have seen a lot of strange code in my life, so I thought asking might not be bad. xD Thanks for the info, I'll dig in! :)

    • Appreciation 1
  5. I tried the Purist Fixpack... and I miss too much from the EE. ^^ But it showed me that the SW had a run skill which could also heal him... besides running much faster through Ancaria. :O I really had forgotten that!

    Now I want to start one with the original spells... are the "updates" on the combat arts included there or are those only with the alternate spell mod? I mean things linke skeletons getting more armor with Astral Lore or that the hitrange of Attack was enhanced. I like that, too... ^^

     

  6. 13 hours ago, lordvampir said:

    Frankly, I doubt that without LL (at least on bosses) at least one mele-build is possible at all

    What do you consider "possible"? I right now have a dual wielding SW on platin with level 100 and zero deaths till then. No Life Leech at all.

  7. 15 hours ago, chattius said:

    A 'captain america' build starts slow and I prefer too use weapons before gold diff. The needed damage rings start like 3-3. Once they getto 30-30 things change. Just a shield and no weapon does double hits with the hard hit combat art. It is a single hit with weapon and shield.

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

    Just mod it with vehemence. Add some deathblow items. Normally in gold diff the first of the doublehits triggers the deathblow for the second. Quite the same tricks as with a Kungfu Dryad

     

    And that does enough damage compared to wielding weapons? Really? Ok, I am all in for a test. :D

    • Like! 1
  8. 33 minutes ago, chattius said:

    A Shadow Warrior with no weapons but a shield is playable. You will need some +x damage rings or a shield with it. You will need no weaponskill so you can add blacksmith. In EE having blacksmith unlocks -chance that enemy can evade on damage in sockets.

    Talhoffer did a book about the art of fighting. It includes fighting with just a shield - 500 years before Captain America. Fight shown below  are archers after shooting all their arrows. The shield could be pierced in ground to give cover when shooting. So a just shield character has historical facts

    Interesting facts about medival fighting technics. ^^

    I actually tried it, but the damage is sooooo low...ech skeleton does more. I don't think it is viable in the long run. And I mostly play two handed weapons, so I might not need a weapon skill, but then again I would need shield lore. Nothing gained here.

  9. Starting this game again.... and I just want to say THANK YOU for the enhanced edition. ^^ If I read and post in Steam forum I see how much better the game has become through S2EE. :D 

    Small question... wanted to do something funny and have seen the Shadow Warrior has really nice fist fight animation with the Attack CA. And I thought knuckel dusters and others would fight like this, but I only see animations like it would be a one hand weapon f.e. swords and axes. Has there ever been a weapon with fist fight animations or are my memories wrong? Firstfight with Gar Colossus would seem funny. xD

    And thanks again. Can't say this enough. :)

  10. LOOOL.

    "Bug"

    I started a new game curiously. After going the first two steps, I crashed my head on the desk because I downloaded, but didn't really install the new version from Nexus. 
    So I saved, installed the new things via JSGME and loaded the freshyl started char. Strangely, there was a level 160 set item attached to the curser. So the level Char has now the level 160 sword of "Smoke and Fire" set. x'D

    I don't really bother, its just funny. ^^

    • Like! 1
  11. 10 hours ago, Flix said:

    3.0a is released here and on the Nexus.  Since it's just a hotfix and not a version release I'm naming it 3.0a.  I couldn't do just a patch release due to the files edited so the full mod would need to be re-downoaded.

    The title on nexus is 3.0a. the zip is called 3.0. 
    Well, I'll see it when the first camapaign boss is comming. ^^

  12. On 1/16/2021 at 6:55 AM, Flix said:

    Did you notice any other doubled bosses at all?

    It was just a quick run through silver so I haven't seen many endbosses other than the main ones, but the elemental endbosses (providing holy reliques) and goblin lord Gahanka have been there only in single, not doubled.

  13. 1 hour ago, Flix said:

    Sunday probably.  Technically speaking the changes from 3.0 --> 3.1 are trivial and should not interfere with any ongoing characters. In fact, unless you're playing a seraphim or TG I doubt you'll notice any difference.

    Okay.... looks like I disable Free For All for the time being. ^^

  14. 38 minutes ago, Flix said:

    It's undoubtedly Free-For-All Quests that's causing it.  If I guess right, the same thing will happen to all of the campaign bosses.  Maybe we can just call it a perk of the module?

    *gasp* I will see it as a feature until it kills me too often. Then I will come back and complain about the bug. xD

    Double Octagolamos stun incomming. xD

    • Haha 1
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