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SLD

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SLD last won the day on June 29 2022

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Indium Shaman

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  1. Thank you for making me aware of this it was nice to hear and see the story behind this game presented in such an entrertaining way. A truly great team. It may have taken them more than seven days, but they too have managed to create a world that is Sacred to us all. As for Khorath's idea to raise money on Kickstarter for a "revival" of Sacred... Why do I now have this picture in my head of a tombstone saying; "I'm demanding a "raise"!"
  2. Hi, just coming by to dump another potential bug. I've tested the effects of movement speed bonuses on my barbarian and it seems that all the way to the original cap of 150(certain) and maybe to a certain degree above that to around 200(uncertain) everything works fine, but beyond that it's definitely bugged. It makes my Barb step faster but shorter instead and is rather slowing him down than speeding him up. I could only test this on a barb so I can't tell wether it is a barb specific bug. If not it might also extend to other mods that raise the movespeed cap, not just D2F.
  3. Hi there, I've tried downloading the files a couple of times but it seems google drive downloads always fail after exactly 60 minutes and with my connection there is no chance of getting 3gb+ through in that time. The other download links don't work and the textures don't have a second link anyway, so now I wonder wther these archives could be split somehow to make them more accessible and why I seem to be the only person on the planet to have this problem (according to a google search). I have downloaded larger things before so it seems to be a google drive specific problem. Thought I'd share my experience here in case something can be done to help me or it ends up being relevant to someone else. And to make sure there is some constructive feedback in my post: The changelog part with the Inquisitor changes shows a copy of the shadow warrior changes instead. In any case, thank you for spending so much time on creating something and sharing it with others. Edit: Solved the download problem the obvious way... with a faster connection. Should anyone else run into this problem, I can however confirm now that the large files could easily be split up into 2 or 3 parts each.
  4. I'm so proud I've contributed something useful btw. the hotfix to v15b contains a changed spawn.txt thereby making it probably "incompatible" with the v15 superspawn option. It might not matter much dependfing on what changed there but technically it seems like an oversight.
  5. SLD

    Druid Buff Bug

    7 years 15 versions and you wamt to make a version 16... impressive! I'm certainly looking forward to that one as well btw. my fresh gaming session just reminded me to tell you that you swapped the pictures of chipped and flawed rubies (not a new thing from v15).
  6. SLD

    Druid Buff Bug

    Just in case someone's wondering. This didn't end up in v15... neither did the the "shapeshifter can use items" thing... Looks like the RPG lovers got a lot of new cool stuff to look at. Monsters, weapon skins etc. New quests and music as well. Not much for the aRPG players like me though. I just want to build the strongest character possible and in the mechanical balance not much has changed. Maybe I'll try if the new "Zeal gets extra projectiles" is overtuned and by accident finally created something that can beat a barb. The most interesting change in v15 are the reworked loot tables. Maybe this time I can get all the set items. Failed in v14 with more than 150 lvls on my mf-barb This time I'm gonna loot them all Sorry I dumped all my early v15 feedback in here... Now I'm officially both thread-necro and self-thread-hijacker Thank you Flix and everyone else who has contributed to the new version for your dedication to this project. It brought me hundreds of hours of joy in v14 and I'm sure the new version will do so as well
  7. SLD

    Druid Buff Bug

    Wow, I did not expect this to be possible. Sounds grea! Though I remaon curious to know wether my crazy mount idea would have worked
  8. SLD

    Druid Buff Bug

    Objectively, the graphics and sound of a video game should not decay over time. To me the graphics of Sacred 2 have worsened a lot, just as much as the graphics of Diablo. However it is not due to a lacking quality of the games, but of my body instead. I've played quite a few arpgs in the past among them Dungeon Siege(1+2), Diablo(1+2+3), Path of Exile and of course Sacred(1+2). They are all different from one another. They all had/have different design goals... The Dungeon Siege games focus more on the roleplaying aspect and the adventuring party style, where one player controlls multiple characters at the same time. Diablo 1 basically created the genre with the lucky transition from turn-based to real time. Diablo 2 fleshed out all the options the new genre had to offer. Diablo 3 was more of a merge with both elements from the arpg and mmo genres. Path of Exile has a heavy focus on complexity and competitive play. And both Sacred and Sacred 2 focus heavily on the casual fun (and a lot of german humour...). I have enjoyed playing every one of these games. I also found things that I disliked about each game on this list. Which one is the best? How would I even start to measure "better"? In the end, a video game is just a work of art and its value to us is measured in the impact it had on our lives, in the communities it created, in the way it helped us connect to family and friends and in the joy it enabled us to share with those we love. When I say that the dragon mages shapeshift forms are a "bad" game mechanic, I do not suggest to know why they where implemented by Ascaron that way. I merely state that I dislike the fact that I can't open chests, talk to npcs etc. during a druid wereform. If it could be easily fixed, I'm sure the cm patch or this mod would have taken care of that already. I also dislike the way both summons and shapeshifting forms in this game have a fixed progression. There is almost no way to customise them. Summons/forms are either strong or they're not. It is mostly independent from gear and build choices, taking away an important part of this games depth. I try to write as much as I can about the way I think. I may not choose the right words but enough words should evemtually help everyone understand, that I do not write here, to offend others. Not you, not the original game devs and noone else either. We all talk about a game that we care about and enjoy playing, else we wouldn't be taliking here at all. I don't know how to express my positivity in writing and I am also horrible at guessing what other people felt when they wrote their post. And I also don't know how to round up this post, so I'll just throw it out there and hope noone gets hurt
  9. SLD

    Druid Buff Bug

    That's odd, as not all mods of the buff seem to stack. So I thought it had something to do with how the mods were implemented. That's great news I was so annoyed that you had to recast the buffs on every shapeshift anyway. Sad that the shapeshifting is still restrained by sacred2's mechanics. That no interaction with people and boxes, no interaction with your gear etc. makes it so bad to balance... Your choice to give it a downtime is also quite annoying but understandable because of how sacred 2 forces you to balance it. It's contrary to d2's design though... Have you ever considered ditching the dragon mage's shapeshift mechanic altogether. I have a creative idea The druid doesn't really "need" a special mount draconicon. What if you implemented the werewolf and werebear as mounts? If you just gave it no mounting animation and nowhere to put your char while mounted you could basically summon your werewolf, "pop in", stay in there as long as you want, the wereform's effects would be on the mount as special mounts can already have all kinds of bonuses. Your character's gear and skills etc would remain in full effect. The interactions with everything exept cave entrances would be functioning well(and I think someone somewhere here managed to fix the cave thing already, maybe that could be implemented in D2F as well?). You would lose the option to give werewolf and werebear CA's of their own but it would free up 2 slots in the Primal Magic aspect so you could just give the druid some generic kind attack CAs that he then could also use while not Shapeshift/mounted; I don't think that would ruin his design. You could put a lot of his attack power affecting stuff into the mounts. If its possible to edit the number of existing skills you could potentially even replace his "riding" skill with a similar "shapeshifting" one, that could have whatever effects you want "while mounted". Don't know if all that would be possible, but I think it would be closer to the original d2 design wher you basically choose werewolf or werebear and stick with one, but you can keep it up whenever you want it, which turns out to be always
  10. Have you ever felt the need for unlimited damage and attack speed(till cap of 450%)? Then this bug is for you! You need Heart of Wolverine modded with Bornze Feral mod and Gold Blur mod. Step 1: Turn on Heart of Wolverine buff (might not be necessary) Step 2: Shapeshift into wolf or bear; doesn't matter which Step 3: Turn on Heart of Wolverine buff Step 4: Shift back into your druid form. You now have another instance of the afformentioned mod effects applied to you Step 5: Repeat from Step 2 stacks every time both the wereforms and the druid get unlimited +%damage and attack and cast speed bonuses Unlimited Power!
  11. And then there's my Amazon's Inner Sight buff... Silver mod Submission... Wiki says 25% + 0.3% per level... Ingame tooltip says 25% + 0.1% per level... When I have the mod points I'll find out which one is more "up to date" Edit: Sigma says 25.2% on both CAlvl 2 and 3 and 25.3% on CAlvl 4 but 25.5% at CAlvl 5... So its far away from the wiki numbers and somehow sometimes a bit off from the ingame description. The former problem I would conclude to be an outdated wiki entry and the latter a "Sacred 2 does what it wants" kinda thing as ultimately, it always does
  12. That sounds like a reasonable balancing approach, though it would still be mandatory for every character, who can make use of it... just like Static Field
  13. as I said: Not sure what the list is meant to say my best guess would be each line is supposed to give a different category of effect in the damage calculation? In this case the first line would probably be more like the sum of all applicable sources of #dmg (less confusing than "weapon damage" that can come from rings and other items...) Second line is all sources of %damage increase, ie. CA, equipment, WIDD(if hp not full), Skills(like Tactics lore). These are all added together. Third line I guess with "stat" you mean the damage bonus from attributes. No idea how this one is calculated. For weapon attacks I can say for sure it creates a number based only on the Weapon portion of #damage (no rings etc unless socketed directly into the weapon) that remains then unaffected by all sources of %damage increase. Really weird stuff. Intelligence on spells is completely different thing as I've described further up it can have reduced effect for higher level CAs which can in certain cases lead to CAs decreasing in damage if you level them. and then theres line four base damage multipli*er. The hidden thing that weapon attack CAs have. My guess is that spells do have a fixed value of this as well which screws up Flix's added damage numbers making them seem "off"... but thats just a guess. Then there's the deathblow mechanic that is also a multiplicative factor 2 (as long as the enemy is below the hü threshold). I can't say with certainty that this is not added to the CA damage multiplier. Same goes for the "creature type bonus damage" that you gain from killing monsters. It is certainly not added to %damage increase (line 2) but it might be additive with CA damage multiplier. I doubt it though. And then you can get a critical hit which is a factor of 1.2 in the base game and I think 1.5 in this mod. I believe all these mods are multiplicative: ("CA base damage multiplier" x "deathblow" x "creature type bonus damage" x "critical damage") x "%damage increase" x "#dmg" but believe is not proof. Im certain of the the three main multipliers but the contents of the bracket() could be interacting differently with each other than shown here. All these unknown interactions I've listed could be tested if there is someone motivated enough to put in the work. Sadly I have to disappoint here. As a heavily disabled person I already take more than an hour out of my day just to write a single post like this. As someone who has sacrificed many wolves to science maybe it's more up your alley I thank you for your service to the community. It is highly appreciated. But after noticing your very feline profile pic, I must admit I have doubts you felt no joy in a canine massacre
  14. So at least you do know, that you don't know. I'm pretty sure this stuff isn't random so given enough raw data of different input values and ingame results a mathematician can create a pretty accurate formula most likely even the exact one the game uses. But don't take this as criticism of your work. You made an awesome gigantic mod that overhauls everything. That kind of work needs first and foremost an artist. Who cares about the exact formulas, you can balance the stuff just by looking at some early game and late game result numbers and never need to know how it internally works, which I guess is exactly what you've done so far. Actually, that multiplicative damage% modifier is what makes CAs valuable in this game as you can stuff your character full of thousands of the additive% type and otherwise it wouldn't be worth using the "hard hit" at all given that you have to invest into some sort regeneration solution to use it properly. So yeah it's good its there Just did the math with these numbers and now the relation is off in favor of the dragon strike which is good because damage from the attribute is unaffected by the %bonuses and I didn't bother to account for that Without you sharing these numbers though noone could understand whats written in the wiki. I am very grateful for the thorough wiki entries and you trying to accurately describe everything there, but then I must say, with this damage modifier you left out the most important line on the base CA description. And that probably affects all Weapon CA's of all the classes. As you have acces to these modifier numbers and even the accurate ones this time maybe, add this information to the wiki pages of each of the weapon based CAs? Would be nice if you can find the time for that. And just to be clear, these are suggestions as to what could be better not demands for what I want. I can't properly choose my words to conevey my gratitude as my proficiency at the use of this great international language is horribly lacking, so please, never let my suggestions get to you. D2F is a great piece of art, that you can be proud of without needing to change anything. Just for nitpicking, this statement is wrong. If your base damage is low enough like with bare hand or a very low level weapon on a high level char with high level CAs both Fists of Fire and Claws of Thunder would beat Tiger Strike because of their added integer weapon damage (firedmg/magicdmg). I tootally had to say this Holy crap! A final version? This year? Should I now take this mod as my full time job to find all the things you still have to fix before you release that version 15? I mean I just played a few days and already found so many things wrong Just as an example: 1. Have you ever tried ranged weapons like magic wands or energy pistols with the assassin CAs? Doesn't look like you did as these CAs have very odd behaviour. 2. I have seen in the Assassin desighn thread you told us you added the option for shields, which is fine. And 2h swords using 1h animation, also kinda fine though I think that makes them attack at the same rate which is kind imba. Also he gotta be really strong for that But Polearms are now a real stretch at how he swings those things... well ok I guess its not much worse than the swords... But as I haven't seen you mention them I was quite surprise the Assassin could equip 2h Energy Staff weapons. I was wondering how he shoots with those... Well he uses 1h attack animation He swings a giant stick with one hand and then a projectile appears and flies away... except for the one hand thing you kinda recreated a bug that could happen with the BFG in Sacred Underworld You're now originally an Ascaron level Game Dev. 3. Untested yet, but assuming the Wiki is correct you created the most ridiculously broken single target spell ever conceivable. The Amazon's Lightning Bolt with gold mod Siphon claims to do 0.5% + 0.1% per CAlvl life leech on hit with this spell. Further below the Wiki confirms at the asymptotic max level of 200 that would get you a 20.5% leech hit. This already seems quite high but what follows and what I assume to be a Wiki mistake would actually make the screws fligh off this game: "Storm Combat Lore - improves combat art damage (including life leech), critical chance and casting speed, allows for modification points." Storm Combat Lore at level 200+ can reach more than 400% increase turning Lightning Bolt's high leech percentage into a potential 100% leech monster that could oneshot every boss in the game that doesn't have an energy shield. Unless there's more than one player of course. Yes I know some game mechanics too So my first guess is Wiki fail because the lore would work on integer leech but not on percent leech. Otherwise I guess a balance fix would be needed and also pretty easy to include just by deviding the scaling mod value by 5. I don't think you intended the boss oneshot skill Only a few days and so much stuff that I've found. Just by playing more I could probably delay the final version forever... I hope you don't take me too serious. I don't think I want to commit that much time to making a comprehensive list of everything that could be improved upon. And don't feel bad about this "horrible" quality of your mod either, if I apply the same sruitiny to the original Sacred 2 even with CM Patch I can name a ton of gamebreaking horrors that never got fixed. Your mod is great, if I feel like it, I will report some more broken stuff as I go along playing this mod. And remember you don't have to fix anything, all you really ever have to do is Flix
  15. Thank you! Technically I'm not "new" to the forums, this account is already 3 years old I am glad the doublepost was not my fault As for the awesome community, I guess there's someone to thank for that. An awesome community needs an anwesome place to share and since the release of the original sacred so many forums and fansites that once supplied that, disappeared into the void. So much community created content is lost forever. Interesting how the internet never forgets anything, unless it's somerthing you would miss... So I thank you and everyone else involved, for putting in all the personal time, work and resources to keep this community center running all these years
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