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Roderick

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Everything posted by Roderick

  1. Hi there! @jwiz I don't mod a single point myself. I use Reduce Fog Mod, Enhanced Spells and Super Spawn, nothing more, nothing less. @Flix I attached two screenshots. You can recognize the 2.2 because of the ui and that the CA is only level 26,7 due to reduced item modifier. save, stats, latest and chest ... I put them all in since I don't know wether they belong to each other or not. I am curious for any news. ^^ hero04.sacred2stats latest chest.sacred2chest hero04.sacred2save
  2. Hi Flix! Have you tried it with the actual EE 2.3? From the pictures I can smell the debug mode, having all mods and 5 skeletons in both pictures, though 2.3 should have one less than 2.2. So I right now assume some changes haven't made it to 2.3. I made short videos from loading the 2.2 Shadow Warrior and then loading him in 2.3 and the armor values aren't that drastical different, but the same. Unless this doubling to trippling effect occurs on higher levels of the combat art, I think 2.3 isn't working in this aspect right now. I can upload the videos, if you want to see them.
  3. Hi jwiz and Flix! I..... never had the bug with Zaman. Oo I am really confused now. xD @Flix Did I read the notes wrong? I expected the amount of armor to be doubled with 2.3? "Nether Allegiance: "Elite Equipment" gold mod now gives 2x the previous armor bonus." Or was it just in the background and the shown value lied until now? EDIT: I got something... sorry, my fault. With going from EE 2.3 to 2.2 an item lost bonus to astral focus. So the CA dropped and so did the armor of the skeletons. The armor in both versions is equal, though I thought it would be doubled or at least a bit mor in 2.3.
  4. First Feedback... my Shadow Warrior is at the entrance of the swamp and when I load him in 2.3, a little boy is attached to him with the name "Zaman". No Quest in the Questlog. If I load 2.2 again, the boy is gone. And the armor of the Skeletons is unchanged to version 2.2. EDIT: I made a video of loading the char in both versions to capture it. Strangely, the boy is gone now. And the skeletons do have exact 10 points of armor less. 25 read runes, 725 all armor in version 2.2 and 715 armor (and one skeleton less) in version 2.3.
  5. Damn.... thanks for all your work, that's a lot of text to write down. Oo Can't wait to try out the new EE. I have no direct way to test the armor of the sekeletons. But I know they are breaking down on gold in dragonfire, so let's see wether they will be standing or not. ^^
  6. I am a developer, so that makes perfectly sense. :) There just was no time at all for me to ever mod a game myself or patch it, though I had some where I wanted to do so. So... no idea what the diference between a summon and a minion is, since all player character minions are summoned in a way, although NPCs might have minions which aren't summoned. It sounds for me like Elite Equipment should have had "et_minion_armor_all" from the start, unless the devs decided they are to strong and would have halfed it - which could be done by the numbers, as you have pointed out. Well, I am looking forward to tougher skeletons. :)
  7. You're very welcome. I am very happy to have found this place and the CM and the EE. I just can't contribute much to it. ^^ No idea of modding here... what makes you believe the Elite Equipment was bugged? Though I won't complain about better gear for my beloved skeletons. Another point of not writing much... I can't seem to make myself clear in english. xD I always take Elite Equipment. The first choice is between better swords or one skeleton more. If the wiki is still correct, better swords will provide 40% more damage. An additional skeleton is 50% more damage in vanilla (going from 2 to 3 skeletons) and 33% in EE. Since an additional skelet also blocks one enemy more, I always take that over the better swords. Next is the choice between better shields and another skeleton. If the wiki is correct, shield add dodge chance to the skeletons, which can't dodge at all by default. From zero dodge to having dodge is an invaluable upgrade. Same with Elite Equipment. Going from zero resistances to having resistances is also invaluable. So I will take it over an additional skeleton. What good do 5 skeletons if they all fall in one blow from an Area of Effect-attack? Good to hear.... so... when will the download be ready? Seeing 2.2 on the download page and somehow am curious to test it out. (For example, if resistance is doubled, maybe they don't need to dodge anymore? xD)
  8. Hello there! I sadly have not much time to read or write here... I mostly get informed that a new Version is out and I use it since I almost always like the changes or see new possibilities for playing. Since I mostly play Shadwor Warrior, I wouldn't even be able to comment properly on some changes. But because I like the Shadow Warrior most, I want to ask two things: 1. "Nether Allegiance: 'Elite Equipment' gold mod now gives 2x the previous armor bonus. Nether Allegiance: Once again summons only 2 skeletons by default, but gold mod "Replenishment" is changed to "Legion" which summons an additional skeleton." Why? xD The skeletons... with support (Rousing Command, Augmenting Guidon, Reflective Emanation) they can take a lot of damage, but their own damage drops from level 100 on compared to the enemies. Now there are less skeletons (less damage) and they can take even more? 2. Is this compatible with the old save? Or do I have to start new Shadow Warriors? All in all, thanks for keeping Sacred 2 alive and up to date.
  9. All right, I got it installed. No problems with a new char till level18. Had to run from Gahanka, the Goblin Lord, though. xD
  10. Hi there! Again: Thanks to you and your awesome efforts! Sacred 2 was good and kept getting better and more and more enjoyable through this community here. :) Just a question, since I am a bit lost in translation: "I'm working on the final stand-alone release right now. Should be released in the next week or so. It will contain any and all fixes from D2F and Addendum that I am able to include (a small amount currently can't be imported from Addendum due to code changes). Whenever the final version of Dmitriy's Addendum comes out, I will try to build Enhanced Edition on top of it, so it will literally include every fix possible for the game." Is 2.2 now the version I install right after CM 1.6... or should I install the Addendum after CM 1.6 and than EE on top of it?
  11. Thanks for your response! Sadly, I like EE way too much. For example the invisibility of the Shadowwarrior was something I never used, because it is very boring if no enemy can see you... I never took a mod that changed gameplay before, because they mostly alter the game in a way the developer likes it most. But EE is just too good in changing all chars just a little bit in the right direction. That's why: Thank you for all the bugfixing, Sacred 2 have had way to much, but I am afraid I will take some bugs in order to continue EE. ^^ yours sincerely Roderick
  12. Wow... I am just re-installing Sacred 2 to play it again and looked here for new stuff... and there is a whole new patch! But... "The Addendum is not compatible with either D2F, or Enhanced Edition out of the box." Is there a way to make it work with Enhanced Edition? If the question is answered here, pls tell me the page. ^^' The Enhanced Edition has some CA-changes I really don't want to miss.
  13. Hello Flix! Thanks for your answer! 15% + 1% per would make 43% for this particular SW, which would perfectly fit the numbers. Also, making them more prone to damage makes more sense than the text that their armor is reduced. Because the Kobold Warriors don't have ice armor, but the Shivering Miasma dealt 130 Damage to them, whilst doing only 85 per description. That's AWESOME! I mean, this should work in addition to any other damage increase from skills and items, since it effects the enemy and isn't added to your own increases. I surely don't _want_ to prove you wrong. I will just save up some skillpoint to raise Astral Focus 10 level at once and test again. But since those numbers you gave me hit perfectly, I think that is all to it... I mean, 15% + 1% per CA-level is strong enough I think. :D yours sincerely Roderick
  14. Good evening, I tried to find something specific in this topic, but I seemed to have missed it... or it actually wasn't mentioned. ^^ I am a huge fan of the Shadow Warrior and tried different things, recently the Shivering Miasma with the modifikation to lower enemy armor values. The testsubject has been a level 40 SW with Shivering Miasma on level 28 and the Nether Allegiance likewise on level 28. On silver difficulty I let those skeletons slay some Kobold Warriors in the elven region. They did some 350 to 380 points of damage. After that, the SW went close in and chilled some Kobold Warriors with the Shivering Miasma. The skeletons did 480 to 510 points of damage on them. That is about 40% more damage! Quite awesome mod! I would like to ask what this armor-reduction is based on. The level of the Combat Art? Or is Astral Lore influencing it too? is there some formular to calculate it? I would realy like to have some more detailed values. yours sincerely Roderick
  15. Thank you for your response. We might have missread what is included in the balance of S2EE and how much would be added in the Challange Mode. Looks like tougher times for meele (at least in the lower levels). Have a nice day!
  16. Good evening ladys and gentlemen, I scrolled through this topic and didn't find anything, so I allow myself to ask here: Is the Challange Mode included in the Super Spawn? My Sacred 2 is altered by Reduced Fog Mod, Sacred 2 EE 2.0 - Enhanced Spells and the Superspawn included in the EE Mod. I know that the bosses where formerly improved by the Challange Mode, but know this is standard in the EE 2.0, so I am not surprised but pleased by the tougher bosses. But every other point from the Challenge Mode is also active, despite having not installed it. Especially these points I can definitly confirm: Critical hit damage increased from 1.2x to 2x times damage. Max speed in the game quadrupled. The player isn't faster by default, but will benefit from more Run Speed +% gear. Enemies will move faster as well. Enemy aggro range tripled. Aggro range for white (much lower level than player) enemies doubled. No more damage downscaling for NPC's (they will inflict full damage on each other). Range for clearing the fog of war on the map is tripled (results in more enemies). The fog is cleared in a wide area and almost all enemies within attack me. The NPCs from quests can take out a normal foe. The crits of the champions on lower levels are strong enough to pulverize themself (I took the god power which has a 50% chance to reflect an attack and one skeleton champion went from full HP to a neatly stacked pile of bones. Such Skeleton Chempions are easyly able to kill my charakter with two critical hits on lower levels.). It is still enjoyable, though.
  17. Hi there! yeah, I am mostly on another Sacred Fansite. ^^' But I do know DarkMatters is the first point when looking for Sacred 2 patches and mods, so I hope you guys do well and I will report here whenever I hear something which could be concerning you. Thanks for the swift work! I will relay it to Steam. (if not already done. ^^) have a nice day
  18. Good morning! I have read some topics in Steam where people who want the CM-Patch can't register or login here. https://steamcommunity.com/app/225640/discussions/0/1696045708653358894/ https://steamcommunity.com/app/225640/discussions/0/1696045708647928873/ Is there any kind of problem with it right now? I redirected them to another side which hosts the patch because I do like to see some more players. I hope you don't mind that. yours sincerely Roderick
  19. Good morning! Just found a tiny "bug". The skill "Spell Resistance" has Spell Resistance +X%. Since the CM, the value of Spell Resistance is shown in the inventory screen. The shown value is changed correctly when changing items which have Resistance +X%. However, the value doesn't change when the skill "Spell Resistance" gets rised, despite providing higher Resistance +X%. All in all, I think it is just a bug in the displayed value, so I believe it is working, though. have a nice day!
  20. Sorry for the late response. After a reload, the clones disappeared.
  21. Ahhhhh, of course! I didn't think of that. Thank you! I can undestand having unfinished code somewhere disabled because of rushing things... but disabling finished sounds? Must have been really tight in the end.
  22. Hello there. After all this time I got finally time to test this beta. Maybe to late to be of any value for the team, but there isn't much I have to point out, though. ^^ I played five hours straight until it crashed. Normally I can't play this long, so nothing to complain here. xD Most things are just working fine. Ship ports, Air Balloon port and Travel Agent NPCs working fine. Running around in circles for horses and with meele combos really works fine (means, is fixed) (a big point for me since I mostly play meele). Camera in boss battles is fixed, that always bothered me especially in the final battle. "Percents, not flat numbers, are now correctly shown in tooltips for Combat Discipline and Speed Lore. " Thanks thousand times for that! Stackable runes are great for saving space. Is there a way to lay a rune from a stack into the Rune Masters slots? Having to seperate them to do so is a bit boring... but a small price for the bigger benefit. ^^ "Ogre clan Champion designs: Grurag (blue) and Ore-Thag (red) are activated and added to Nor Plat. " I can confirm this. But I have to say, the blue one doesn't do anything. He has the symbol to speak with him, doesn't attack and isn't attackable. "All characters now have voiced comments when accepting new quests. " Where do you get those from? Some of them are really cool! xD Onliest seen bug: I only posted the links to the pictures... don't know how to post here without spamming you with pictures, sorry! At some point, those two in Nor-Plat have been doubled. They have been normal at first, aber after some quests they have been doubled. Not really copies of each other, since they had different items to sell. Thanks for all the work, I will greatly enjoy meele Shadow Warrior for a while. ^^
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