Jump to content

jwiz

Members
  • Posts

    258
  • Joined

  • Last visited

  • Days Won

    3

Posts posted by jwiz

  1. 1 hour ago, Charon117 said:

    When you get health whenever you need it why even bother having an hp bar in the first place ? Lets just remove hp altogether and only discriminate between enemies who cant kill you at all, and enemies who can kill you in one hit, the latter one with a red exlamation mark above the head so players really cant miss it.

    :4rofl:

    I never said anything about that, I sure.

    All I said, was that I hugely prefer to get hp back via active gameplay than due to a dull buff.

     

  2. 21 hours ago, Androdion said:

    You can socket +LL per hit, +HP regen, master Constitution for in-combat HP regen, raise Vitality for higher HP bonus, use energy shields on certain characters, use block and reflect modifiers... I mean, it's not like there's any shortage of options there. So the higher in level you are the less health pots you should be consuming, and if that's not the case then you're doing something wrong. If anything Sacred 2 presents you with too many different ways of doing the same thing so faulting the game's mechanics is kind of awkward to be honest.

    I disagree.

    Socketing +LL per hit is a sad joke compared to the damage (mini) bosses deal on high diff.

    Simple heath regen as a passive stat is a bad game mechanic or at least a waste. I want health when I need it and not as a some lame background buff that fills up my hp pool while I run around.

    In fact, I'm all in for removing health regen from the game at all.

    Shields are a sad excuse for a low hp pool and bad mechanic as well, at least as long as they arent as well executed as in PoE for instance.

  3. 53 minutes ago, dimitrius154 said:

    The issues are, that potion drops are way to frequent and potions are way too cheap in shops. Once those two poor choices are corrected, the problem is gone.

    Not really, the main problem with Sacred 2 is that many game mechanics aren't all that well thought through.

    You just need a quite high health potion drop rate and fairly cheap buying prices, because you cannot get any DURING a fight esp. a boss fight, so you simply have to stack up beforehand.

    If there were more viable and consistent methods to get health back during a fight, like craft +LL (not %LL calculated on max. enemy health) on gear or weapons, you could significantly reduce  health potions drops, otherwise not.

     

     

  4. 3 hours ago, Charon117 said:

    I think the battledemon has a lot of potential to be a very fun gameplay, but right now he is more akin to a pet, than battle support.

     

    • If you increase the melee range he will become a lot more usefull, while changing nothing about the players fighting them.
    • Also I iam unsure on how powerful the demon really is. In challenge mode he does zero damage to me, and since I main ice damage its easy for me to banish him again.
    • I also dont think the "fighting" the demon is a real problem, as you can just run away, or tele to the next town, and leave him behind.
    • The bigger problem I have is that I can hardly tell when the demon becomes hostile, so you could brainstorm on that a little bit.

    Yes, it's a bit of a shame, that she is currently not that much of a battle support.

    I tried to at least get more aggro on her by adding "et_minion_blame, 1000,0, 0,9" to the list, but that doesn't seem to make any difference.

    I don't know though, if 'et_minion_blame' needs to be an active mod to work.

     

  5. 8 hours ago, Flix said:

    Sacred 2 Enhanced Edition Manual - This documents all changes in the entire mod (Original Spells module), as well as the optional modules.

    Enhanced Spells Module - Since Enhanced Spells is identical to Original Spells in every way except for the combat arts, this document only lists the changes to combat arts that Enhanced Spells offers.

    The first post in this thread should be updated by tomorrow.  :smile:

     

    Btw, is it possible to swap the skills of the Inquisitor?

    To me it would seem more plausible if the ranged weapon attack skill would not be walled behind tactics lore and be the same level as the other weapons skills.

    It would make more sense, I think, to unlock tactics lore after you have put 5 points into any of the melee/ranged weapon attacks.

     

  6. 2 hours ago, Flix said:

    Looks like we created just such a CA in CM 1.60:  "melee_attack_ca" 

    @jwiz Will you kindly try out the attached creatures.txt file and let me know how the Daemon performs in battle now?  To install, just overwrite your creatures.txt in the scripts/server folder of your game install.  If you need to uninstall you can just disable the mod with the mod enabler and it will revert.

    If this works I will roll out the change to the other new minions in Enhanced Spells.

    creatures.txt

    I have applied the new creatures.txt and played with the inquisitor for about 1 hour, respec'ing to from ranged weapon to sword fight to better see the Demoness do her work.

    This is most definitively an improvement in the combat behaviour.

    I have not seen her wait in defensive stance for any time but a few brief moments and even after she has cast her poison spell, she does not lag but follows through with her melee attack.

    Occasionally, I have seen her getting confused and walk away from the fight.

    This mainly happens when there is 2-3 enemies left and I am attacking them all at once with a sweeping strike.

    There seems to be this AI combat behaviour that when I am attacking one of the enemies, she would turn on the remaining ones, but if I attack them all in one strike, she may get confused what to do next.

    Also I have seen her walk away from a melee occasionally, when 1 or 2 of the enemies there walk away too, as is known to happen to enemy AI in the game.

    It could well be that she was just targetting the leaving enemies and didnt follow through, because she 'thought' the fight was over.

     

    During a map run she still lags behind the Inquisitor abt. 1/2 to 1 screen, so I raised the walk speed as below, to have her close the gap more quickly.

            entry10 = {"et_addwalkspeed", 250, 15, 0, 72 },

    I assume this alteration applies only to the poison/fire from (I.e. gold mod), which would be fine with me.

     

    Altogether, a great amendment to the combat behaviour, many thanks for that.

     

     

  7. 13 hours ago, Flix said:

    You're perfectly free to make and implement your own designs and I'll thank you not to so carelessly insult the hard work of forum members.  Or don't take the fire or poison forms, regular Battle Daemon is just as powerful.

    Sorry, no insult intended here, but rather jokingly said.

    I should have inserted irony tags.

     

    12 hours ago, Flix said:

    The only thing I can think is that I've mismanaged the cooldowns on her spells.

    Poison Nova is set to 10s.  Poison hard hit is set to 2s.  She uses both, and also whacks enemies with her swords in between, but it's not consistent. It's as if she has take time to decide what to do.

    This is precisely what I'm experiencing.

    I can see her use her spells and standing around 'half the time' is a slight exaggeration on my side ofc, but she stands around quite a lot seemingly waiting for the 'coin to drop' then she rushes in to attack further.

  8. I've been experimenting with the Inquisitor (level. 28) and the Battle Daemon (level.18) for a while now because I always like the Daemon in Sacred Underworld, but it seems to me that she's not up to the task in S2EE.


    Firstly, she has a severe skin problem and looks downright fugly and in urgent need of a skin retexture.

    814966838_sacred2battle_daemon.thumb.jpg.528780e0effdd5c8bd8fb3d6f74645f1.jpg

     

    Secondly, she is tardy and unaggressive. Half the time she just stands in some corner in defensive stance and does literally nothing.

    While I can get her movement speed up, I wonder if it is possible to alter her combat behaviour.

    Would exchanging 'et_summon_soldier' with 'et_summon_officer'  imbue her with more readiness to attack or would it be just the same but with more hitpoints?

     

    Thirdly, is it intended that her poison form gets half the value than her fire form, or am I reading the entires wrong?

            entry8 = {"et_summon_soldier", 0, 100, 5, 8 },
            entry9 = {"et_summon_soldier", 0, 200, 6, 8 },

     

  9. 6 minutes ago, dimitrius154 said:

    They've made a few weird decisions during development, as well as quite a few blunders. Programming, while drinking beer, seems to be more error-prone, than programming, while drinking limonade-vodka cocktails. 

    I mainly drink tea, but then I'm not a coder.  :;

  10. 13 hours ago, dimitrius154 said:

    There's a function, that determines whether or not a token is affected by lore skills. I think, they've forgotten to include the token in question. So, it's a bug.

    I've been thinking about that and maybe the skill 'et_summon_armor' is working just as intended, as it was never meant to scale with AP lore.

    Think about it, why would the devs create 2 different skills with the same mechanics, just for one skill having a slightly lowered base value?

    That doesn't seem plausible to me.

    It could well be that this was intended to be used by player who would spec into AP focus only for the buff, but never want to make use of the other AP skills, I.e. do not want to spec into AP lore, just as Roderick seems to be playing it.

     

  11. 2 hours ago, jwiz said:

    Yep, seems to be that way as I was skilling Astral Focus + Lore on this test char too.

    I wasn't aware that Roderick didn't skill Astral Lore on his char.

    So it is a 'mere' oversight that the devs forgot to boost 'et_summon_armor' by Astral Lore.

     

    P.S.:

    I wonder if it will fail on the new Inquisitor's skill 'Harbinger of Death' skill with IN_underworld_lore too?

     

     

    And no, it does not work with the Battle Daemon skill as well, see below.

    Level 1 - Char 5 'et_summon_armor 75,55,4,72'

    sacred2_L1_char5_summon_armor_75_55_6_72.jpg.25a59840ad9a170ce045326d7c7caaf8.jpg

     

    Level 1 - Char 5 'et_minion_armor_all 75,55,4,72'

    sacred2_L1_char5_minion_armor_all_75_55_6_72.jpg.e8f8a6512a54c2ff97ced7248bd3d029.jpg

     

    Just the same as with Nether Allegiance, so it should be repalced too.

     

     

  12. Yep, seems to be that way as I was skilling Astral Focus + Lore on this test char too.

    I wasn't aware that Roderick didn't skill Astral Lore on his char.

    So it is a 'mere' oversight that the devs forgot to boost 'et_summon_armor' by Astral Lore.

     

    P.S.:

    I wonder if it will fail on the new Inquisitor's skill 'Harbinger of Death' skill with IN_underworld_lore too?

     

    • Thanks! 1
  13. 47 minutes ago, Flix said:

    Thanks for contributing your findings.  I'm at a loss to explain these discrepancies, other than to speculate that the GUI is lying somehow.  I'm just going to leave the spell token as 'et_minion_armor_all' since at the worst case there is no change, and best case there is a boost to armor provided.

    I would propose to keep 'et_summon_armor' as it is obvious to me that the devs didn't intend to scale it of the char/soldier level as well, but only of the CA level.

    I just did some further testing and it confirmed my above suspicion that the 2nd parameter is the bonus points per each 5 damage modes.

    So I would request to use the skill but with 100, 100, 6, 72 or 150, 100, 6, 72 params, which relates to a base armour bonus of 100/125 at CA level 1 and a bonus increase of 50 armor per each further CA level.

    At CA level 200 that would mean an increased armor value of 10,000 which seems sufficient to me.

     

    P.S.:

    I don't think the GUI is really lying, I rather suspect that the skill was orignally intended to do as is in the Wiki, but then the devs realized that the armor scaling at +5,5% per each CA level would 'go through the roof' eventually and applied an internal hack to avoid that.

    ----

     

    NA level 1 'et_summon_armor 100,100, 6, 72'

    sacred2_L1_char10_summon_armor_100_100_6_72.jpg.6660334a69eb07bdca4674a3fffe642f.jpg

     

    NA level 8 'et_summon_armor 100,100, 6, 72'

    sacred2_L8_char10_summon_armor_100_100_6_72.jpg.4aecbec1bc2cd81a4ccaead92fd94de6.jpg

  14. Hmm..., interesting.

    the 5.5 bons points x 5 (damage modes) on the 2nd parameter seems to work with "et_summon_armor'

    This is what you get with:

    SW (char level 6 - NA level 1) - 'summon_armor 75,65,6,72'

    sacred2_L1_char6_summon_armor_75_65_6_72.jpg.095eba959dda0169c7c3ad609fff2806.jpg

     

    SW (char level 6 - NA level 8) - 'summon_armor 75,65,6,72'

    sacred2_L8_char10_summon_armor_75_65_6_72.jpg.8799f67fe8023ac7e8bb9c5069ea794d.jpg

     

    Now 'summon_armor' scales like: 70 +30 +35 +30 +35 +30 +35 +30 = 295 (avg. 32.5 points per CA level, which equals  6.5 points x 5)

    I'm at a loss though, why the base armor value raised from 65 to 70.

     

  15. I did a quick comparison on 'et_minion_armor_all' vs. 'et_summon_armor' with S2EE v2.3 and a newly created Shadow Warrior (Silver diff.) and found that 'et_minion_armor_all' gains the upper hand but not by a margin you'd expected from the patch notes.

    Also both skill seems to skill quite differently from the Wiki or what you would expect form the spells.txt

    SW (char level. 6) - minion_armor_all 75,55,6,72

    sacred2_L1_char6_minion_armor_all_75_55_6_72.jpg.a18dc9e18bed3350154436333ff0ea06.jpg

     

    SW (char level. 6) - summon_armor 75,55,6,72

    (watch how the armor stars out with 65 as opposed to 75 with minion_armor_all, this is consistent with the Wiki)

    sacred2_L1_char6_summon_armor_75_55_6_72.jpg.75dc3b35ea06d5145614698deabc55d6.jpg

     

     

    Next I tried raising the first parameter of the spell, as it seemed to me to be a flat added value and not a percentage based one)

    The armor bonus does indeed increase but with diminishing returns. Also 'summon_armor' clearly looses:

    SW (char level. 6) - minion_armor_all 150,55,6,72

    sacred2_L1_char6_minion_armor_all_150_55_6_72.jpg.ab584a5ac5f442d3e9f2d08a5f1977d4.jpg

     

    SW (char level. 6) - summon_armor 150,55,6,72

    sacred2_L1_char6_summon_armor_150_55_6_72.jpg.e907f8763b434d09835d330e0f066f6f.jpg

     

     

    Then I levelled the Shadow Warrior up to char(soldier) level 10 still with Nether Allegiance on level. 1 and you see that for 'summon_armor' nothing changes but 'minion_armor_all' scales somewhat with the char/soldier level.

    It seems to me that 'minion_armor_all' adds another 10 bonus armor every 5 char/soldier level.

    SW (char level. 10) - minion_armor_all 75,55,6,72

    sacred2_L1_char10_minion_armor_all_75_55_6_72.jpg.0f4577657f2be082f0862c6c34e13f82.jpg

     

    SW (char level. 10) - summon_armor 75,55,6,72

    sacred2_L1_char10_summon_armor_75_55_6_72.jpg.d27e1622d41fd723e20b1e3b170524cc.jpg

     

     

    Next I maxed out the Nether Allegiance level. to 8 (not to possible level. 9, so that the stats wont show diminishing returns)

    SW (char level. 10- NA level. 8) - minion_armor_all 75,55,6,72

    sacred2_L8_char10__minion_armor_all_75_55_6_72.jpg.0aeaccc2abd21b5bcd5471c161b61118.jpg

     

    SW (char level. 10- NA level. 8) - minion_armor_all 75,55,6,72

    sacred2_L8_char10_summon_armor_75_55_6_72.jpg.f20ff5328355bc1bf6283124fb5c88c0.jpg


    It is obvious that 'summon_armor' clearly looses that race as it basically scales as follows: 65 +25 +30 +25 +30 ...  (= avg. 27.5 bonus per CA level.)

    Whereas 'minion_armor_all' scales like: 75 +30 +35 +30 +35 ... (= avg. 32.5 bonus per CA level. with an added 10 bonus per soldier(?) level.)

    I'm at a loss how that relates to the Wiki, though strangely the avg. 27.5 bonus per CA level. on 'summon_armor' seems to be half the value of the 55 parameter.

    It could also mean 5.5 points per damage mode = 5 x 5.5 = 27.5, or it could be just an accidental coincidence.

     

    • Thanks! 1
  16. 16 hours ago, Flix said:

    Ok, here is a side-by-side comparison of "et_summon_armor":

     

     

    vs. "et_minion_armor_all":

    1824700921_sacred22020-02-0422-53-48-50.thumb.jpg.8788e19a51476061ba117b5fe2ef9abd.jpg

     

    The difference is dramatic than I remembered; it's more like 1/3 the value.

     

    mgr.defineSpell( "sk_ap_kohorte", {

    ...

        tokens = {
            entry0 = {"et_minion_addreg", 0, 15, 0, 8 },
            entry1 = {"et_summon_level", 10, 10, 0, 8 },
            entry2 = {"et_summon_soldier", 2000, 588, 0, 8 },
            entry3 = {"et_addwalkspeed", 800, 0, 0, 72 },
            entry4 = {"et_minion_replenish", 975, 25, 0, 72 },
            entry5 = {"et_summon_soldier", 1000, 0, 1, 8 },                                 
            entry6 = {"et_summon_longsword", 0, 1770, 2, 8 },
            entry7 = {"et_summon_soldier", 1000, 0, 3, 8 },
            entry8 = {"et_summon_towershield", 0, 1771, 4, 8 },
            entry9 = {"et_summon_soldier", 1000, 0, 5, 8 },                    <------ why this new entry?  what about {"et_minion_replenish", 490, 10, 5, 72 } ?
            entry10 = {"et_minion_armor_all", 75, 55, 6, 72 },
        },

  17. 9 hours ago, Roderick said:

    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.

    Hmm, just a thought, did you perchance use a modified spells.txt with S2EE 2.2 which may not have been updated with the 2.3 patch?

  18. 3 hours ago, Roderick said:

    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.

    That's an age old bug that keeps reappearing.

    Zaman is the runemaster's son from Sloeford.

    He bugs out at times.

  19. 5 hours ago, thejynxed said:

    Or why you can randomly run up onto the top of tents ...

    Yeah, even NPCs do that. Encountered it the other day in 'Schwarzeichen' in the human area where an NPC calmly walked up the side of a trader tent and down the other side again.

    IMO that's typical for some polygon border line having just more than 1 pixel width, so it becomes an (unnoticable) area that wasn't blocked for entry. 

     

  20. Why does the 'Thoughness' skill still roll on Dryad gear, even though she can't use/skill it? (sry, lost the inventory pic here)

    Hadn't this been fixed already in previous patches?

     

    Pic now enclosed.

    Toughness rolls on this Dryad chest armor consistently.

    hero_chest_sacred2_2019-04-07.png

×
×
  • Create New...
Please Sign In or Sign Up