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Sry I couldn't warn you about that one...
that was already known for a long time, I think some mods already fixed the description text.
May I add something weird to your long list of potential things to test?
It has come up now in multiple threads, that "in combat life/shield regeneration" (from constitution, item/buff mods, TG shield) might have a delay either when first taking damage or potentially even whenever being hit.
I always considered those regeneration sources permanent, but recently had ingame encounters that made me feel like there might be something to it after all.
It is possible that this is actually some weird EE specific happening and that everyone that encountered it just might have been playing EE at that time, just like I do now.
But if it is not it might be some mechanic worth looking at in the base game and you already touched on it when you looked at energy shield regen and constitution.
Sources where others claimed freak regeneration behaviour:
Roderick describes it: here and here
And Lindor claims it specifically for TG shields here
And now that I feel they might have been on to something it's bugging me as well
I would be happy to see science defeat our three sources of superstition
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If anyone wants to try this, be aware that there is a movement speed cap of 300 Source
Necroed this thread because it is linked on the wiki Sacred 2:Modding page and contained wrong/incomplete information.
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This belongs on the page "Sacred 2:Movement Speed". Sadly that page doesn't even exist yet.
Creating that would require someone not just with permission, but also the knowledge on how to do it right, so I'm already disqualified
After that one would have to hunt down other places that talk about movement speed like the pages for armour and speed lore skills etc. and link it there.
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And you did all that? You alone, the sole Maneus, sample size: 1 ? Wow. Taking a break definitely recharged your power-cow equivalent
And @Eru, you're here as well? And already unleashing secret knowledge again - dex does crit? cool.
I'm so glad the two of you have found each other
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just place it on the starting island and you can drool safely
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"wanting to mod" is not required as EE, D2F and the addendum all run into this problem already.
As for wiki and mods, D2F has its own section there already...
Btw the information of an internal 300 movespeed cap would be true for vanilla. Other info that only helps modders is already in the wiki as well. So there is no reason not to add the movement speed cap to the wiki.
Edit: I just remembered the above also shows its effect in the CM patch and that one is definitely heavily represented on the wiki.
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Hmm, interesting. It seems like the ingame tooltip besides the wrongful "%" also always(sometimes?) shows a value 1 higher than it should. At least in these 2 cases it does.
Thanks, I don't need the uber precision, most of my offset is explained by the 1 extra base attack value I calculated with. The nose is wide enough to adjust to some uncertainty
I'm just glad I basically did everything correctly.
I'm glad to hear that it wasn't my failure.
Thank you for all the detailed work. It's always nice to see you here Maneus
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So the CM patch team didn't know about a cap either? That goes deep. Look at you, you're more knowlegeable than the best we ever had
Well, if you really want to contribute more, now that you know about the cap, you could double check Lindor's approach and see if it works up to the cap of 300.
But don't feel pressured into doing so, you already contributed enough for a while
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But in that case it would be "high" not "hi"
Well. it wasn't known to me. And because of the mods it looks like it wasn't known to Flix or dimitrius at the time they made their mods. It is possible that some people already knew about this. "Widely known" is almost nothing here. The wiki is full of false information etc. There are also not so many active members here, so the knowledge that might be somewhere isn't spread that easily/widely anymore.
I just looked at your discussion there, but you did not report anything on if/how it worked out. I mean it should have done something if you got it to work and then hit the cap. If it didn't work out at all back then, that would still be "unexpected" as mounts don't start out at 300, right?
As for the cap, the thread only aimed at getting the mount to be faster, wether there were limits to that was not discussed there, so we don't know if @Lindor would have known.
Was fun dissecting all this and speculating on who might have known what at which point in time. In the end all that matters is that we know more now.
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"Your bad"? No! You're great!
You just told us that creatures have a maximum "actual speed" of 300 which also explains why % increases beyond a certain point have no effect on the actual speed, only the animation. And you figured it out all on your own aaaand shared it with us. As far as I can tell noone knew this before. Thank you!
I had encountered this problem and shared it here but had nowhere near your detailed explanation. Now we have good reason to believe that all the mods that raise the move speed cap to 450% are affected by this "maximum of 300" problem. That would include @Flix's Enhanced Edition and Diablo 2 Fallen mods as well as @dimitrius154's Addendum.
You found something big, thank you for your efforts in figuring this out.
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And you are the one with all the gear from previous runs and a full set
Actually my Gahankaing has improved significantly by now. Somewhere between lvl 21 and 25 I hit a breakpoint(that should not exist) and now I can just facetank him. I was continuously improving armor mitigation and regeneration, but such a harsh breakpoint should not exist. I don't really have an explanation for it. But I'm happily advancing in levels there.
Guidon should not need mods to work in party.
@xrystal
The CM silver server works fine, I had no problems so far and the mods seem to have been applied correctly.
Edit: The Gold one works just as well and is even more deadly
The Blacksmith project is coming along nicely.
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I don't think it will matter that much in niob, but starting a new character under CM rules was probably not intended. So while my lightsber SW could manage to "hit and run" kill gahanka in a lengthy fight, he still has to hit and run him at level 20 and still gets to warning level when he takes like 2 or 3 hits of him. And SW has more than double the hp and a lot of armor compared to other characters. I also haven't gotten to more than 40% hitchance against that thing yet. So the fight still takes a while and is dangerous while every normal kobold champion is being oneshot with 100% hitchance. The balance is just far out of whack here and lightsaber SW is certainly one of the strongest builds in the game both in offense and defense.
My point is, I came prepared chose a great character, got geared at lvl 1 with socketing and everything and it still was/is hard. Which is also why I'm making the smith as he then can socket high lvl smitihing arts for others starting after him. Just imagine someone dosen't prepare his char and chooses to fight a kobold with his fresh undressed lvl 1 dryad. They'll just be crushed. Now technically one could start in bronze and it would be double time easier there as bronze is easier and the amount of impact from CM is also based on difficulty. So maybe it would be more doable when starting there. On the other hand bronze also gimps your gear, it's not just slightly lower stats but also stuff like set items with less sockets and such bs. So I wouldn't want to play bronze.
Whether CM stays hard till niob, I have no clue. All I know is that it starts out really hard. And that is when you stick with kobolds at level 20. Shouldn't I be killing orcs by now? How about the Gar'colossus or Octagolamus? Any idea on how to solve the mount quest? Yeah CM is not very "noob friendly"
Then I will move my blacksmith levelling there. Thank you!
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I have already created a blacksmith project to help out with that. I plan on sharing the guy in the download section should I ever get him far enough. That one should take care of all the socketing for our mp endeavours.
All the ones that have a "effects others" mod. And the SW augmenting guidon I guess. There aren't many things that effect others.
maybe you could just read through the combat arts in the wiki. The info is already there. There are only 105 CAs in the game and most of them aren't buffs so you don't have to look at those.
It should still work, but it has never been worth it. Just like playing in groups.
Yes, I am always that loner that ruins the fun
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Hi, welcome to the community.
For a "real" beginner I don't think you can do anything right or wrong. I'm certain there is currently no guide out there that covers everything in the required detail, including stuff like where what kinds of monsters are and what they do etc. For the start playing around with stuff, looking at how things work and just trying to play through a bronze campaign is probably the best advice here. No matter what guide you would follow, some misunderstanding would always screw up your first characters.
If you already want to read some more advanced stuff you could take a look at this thread, It is however mostly aimed at players who play with the community patch. I did post a BFG Seraphim guide there that would also work with the normal game and would certainly make for a good beginner build, but it was not really written for a completely new player to understand and might create more confusion and raise more questions in you than it answers.
My suggestion remains, play the game and once you find out what questions to ask, ask them here.
So far the only questions you asked where:
-"give me beginner friendly builds" - I linked a thread for you that links to some more builds and contains some of its own. Read all those guides and you'll get some inspiration for that.
-"are there any must-have skills or gear that I should prioritize early on" - I would say yes there are must have skills like armor lore, but prioritizing them early on is not necessarily a great choice. Also choosing skills and putting many points into them might also be an important difference. I don't really have a universal answer to this other than that armor lore is definitely a skill that will be chosen in every single build and certainly not as one of the last skills. In the linked thread there is a bfg sera guide I wrote on page 2 or 3. It has a short explanation on every skill the bfg sera can choose, but again it was not really written for a beginner perspective.
-"should I focus more on offense or defense for a first playthrough" - this one quickly gets super complicated as you obviously need some of both. It would also entail explaining every single way to scale offense/defense in the game, because some ways might be good, but others are not.
Maybe I'm too lazy to explain it all in more detail. Maybe I'm still burnt out from writing so much in that other thread.
I hope I still kinda helped
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-Can you push a lobby chat message or something, that would give an explanation? Currently there is a welcoming one liner though I'm not sure if the lobby sends that or if the client says that to itself
-Are those "server descriptions" limited to one line or could you put more info there?
Also, the Full Server Name can be read in the pre join stage, so once a server is selected and you press join, there's a confirmation step where the full server name is displayed. So maybe the current state isn't as bad as I thought anyway.
I can verify that the bronze and silver one currently run ee with alternate spells. I can join and cast an alternate spell properly. For the higher ones we'd have to wait.
After testing CM locally I think we should better keep the current cm free ones. CM might kill the attempt to bring the community together
Maybe once you created that server setup just add a silver and gold cm version on top? That would last for a while anyway and we can see which option would be played.
For the resource per server stuff, I would start playing on the cm silver one once it's ready so I can then test server stability and you can at least gather metrics for one client there. For higher player count we'll have to wait for actual people to show up though...
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Which doesn't matter much as the altenate spells servers are only available on niobium difficulty right now...
Also, while the description shows all required mods it doesn't show the active mods that aren't required, those do still "matter" however as superspawn games feel quite a bit different and should we ever have challenge mode servers, one might want to know that before joining one as well...
There would be enough space, people would just have to learn a bunch of abbreviations, that you could list over in your thread, that everyone wanting to play on your realm has to visit anyway.
Example from your list: "- S2EE 3.2a + Su..." shows there would be enough space for the theoretical maximum of "- HCEE3.2aASSSCM", So it could list everything where we to learn the abbreviations. And those 2 character ones are still not hard to memorize/ figure out:
SS Superspawn
AS Alternate Spells
CM Challenge mode (or CH if you don't want it to be confusable with the Community Patch)
HC hardcore and EE Enhanced Edition are already used anyway.
Also visible on your screenshot and more ingame, the servers you have currently running are quite an inconsistent roster.
From free games with only 5 instead of 8 slots to no bronze pfp campaign games and the aforementioned alternate spells only in niobium, it's all over the place.
I guess that has historical reasons, as you probably just added what people asked for, but I think that could use some review.
But before you misunderstand my intent here, this is just information and not a request. I couldn't care less about pfp, there are no more than 5 players around anyway and the current server naming convention is sufficient even though not perfect. I don't want you to feel pushed to change stuff now.
I do have a request however, as ric has liked my post and gogo has been around as well without objecting to this:
So I guess noone has any objections. Would you please create those servers?
I don't think we'd need a bronze one but silver through niobium with EE 3.2a, alternate spells, challenge mode, superspawn would be nice to have.
And make them softcore to not exclude ric's current characters.
I'd really like to try out your realm and see if I can get someone to join in
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I'm pretty sure that one should also be available:
https://www.sacredwiki.org/index.php/Sacred_2:Khral's_Sceptre
But you don't necessarily need it on a weapon.
Ric uses the denderan set, the kanka set is also an option and tooth and nail works on every character class.
Obviously all of these take quite some work so the Star of Astaroth would still be the easiest to get, as in EE that one is a quest reward for:
https://www.sacredwiki.org/index.php/Sacred_2:The_Unholy_Crusade
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Sry, I just reread my earlier post and it doesn't actually specify that that bfg sera testrun was on cm patch not EE. So it's actually my bad
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I thought the same way when I originally played EE.
I said nothing about the "strike-pattern". Just that without EE and Superspawn Orcs are far apart. And therefore 4 champs close together quickly resettable is "good". With EE and Superspawn you get a lot more orcs when running around but no superspawned cave to even it out, so the balance of which is better shifts in favor of the outside farming.
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On lan you can make free play servers for up to 16. I guess it was the same in closed. I have no clue where your limit of 8 might come from. I just tested it and created a 16 player free game on your realm
Anything, as long as it's not reforged
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While we are at server names, the servers you supply have longer names than can be shown in the lobby. For example the PFP christmas server ends at "chr..." and there is no way to see the full name in the lobby overview. It might make sense to put the Server Name/ the full information contained in it, into the Description. I mean EE + Su... is probably superspawn but the description doesn't say so and we also don't know if there's another "+..." behind that one.
Which brings me to the next topic. I just tested the Realm with an EE client.
-I can create my own server, though I doubt someone else could connect to it. Nothing special here.
-I can slam my EE Alternate Spells character into the supplied EE server, that says it only needs the core mod in the description. I guess this would crash along the way as the "shared" data wouldn't match.
-I get a disconnect error when trying to Squeeze myself into a supplied PFP or CMPatch server. Wrong error message, but at least I can't join, therefore it's working as it is supposed to
The alternate spellls one is the only oddity among this stuff.
The scripts for sacred 2 are sorted into 4 folders. Client, Particle, Server and Shared.
Client and Particle are probably purely clientside so if those differ from the server it will look odd and not match what's actually happening, but other than that it shouldn't matter at all.
Server scripts are probably only run by the server meaning they just overrule whatever one might have locally. So differences here should also not matter at all.
But what happens with the Shared scripts. I would have expected they need to be identical between client and server, but it seems there is at least no check for that, as I could join EE with alternate spells... So either this causes horrible crashes or those are actually also temporarily overridden by the serverside versions? I did not try an altered CA yet...
Edit while still not posted
I tested an alternate spell and it just reverts to the original, so I guess Shared is overruled by the server side as well. That is probably also the reason why I am allowed to join, as there is no real version mismatch anymore. I get all the wrong local stuff like the alternate skill descriptions, but interestingly I did get the correct Archangel's wrath animation and not that sonic thing...
So as a coclusion Alternate spells characters might actually be compatible with normal EE servers, but I still wouldn't recommend that. Challenge mode and Superspawn however really shouldn't matter at all. They are fully server side only changing balance.txt and spawn.txt.
@xrystal, do you have any insight on version stuff beyond that? Am I wrong with some of those assumptions?
Otherwise I would argue for a set of premade EE 3.2a Alternate Spells Challenge Mode Superspawn Free Play servers as they would be compatible with ric's already existing characters and add the most stuff to kill and loot, but also some challenge. That set would not need to include a bronze server as those are just a total waste anyway, so that way we can spare some xrystal resources. Any objections to this idea?
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There is a connection between EE/Superspawn and Orc Cave seeming bad for levelling. You get more enemies outside the cave with these mods but the enemies inside are still the same. For my SP test BFG Sera I tried levelling outside the cave and it did not seem faster at all. Rather slower... The amount of loot per time was also far worse outside. I would actually have preferred levelling elsewhere, it was just not efficient enough with the normal lack of mob density.
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The purist fix pack is everything but pure. It already contains the cmpatch "fix" that destroys magic staves. The pelting strike sera however should be "pure", with only 2 shots per CA usage.
There is a reason why I never played "open" in Sacred 2 or Sacred 1.
But I do remember looking through the open lobby in Sacred 1 just to see how far people went.
I clearly remember that one vampiress with wings...
Yes, someone certainly had fun
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Why do you have to immediately grab that cheated character? (and yes he modified the game files to get it so it is a cheated character...)
First you want a closed HC realm and now you want to cheat? I don't like where this is going...
why do you always have to say this? we already had this conversation here:
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That I'm on CP doesn't matter anymore. I have finished that bfg sera playthrough so I can clean up and change version to basically anything else but PFP. PFP is supposed to be installed on a non CM patched game. That I can't easily create right now. Everything else is a cm patch base with something on top (like EE, Addendum, D2F). That's just some minutes of change and a cleanup of the savegame folder etc.
The amount of friction with my client can't be reduced as it's the original box version.
Friction with ric could be entirely removed by using steam.
The GOG game client should be compatible but if you want more info on that, I think @xrystal would be the one to ask. He's made the multiplayer, so he'll now what's compatible there and what might not be.
The PFP is an alternative to the CMPatch not an addition.
As ric is currently playing on EE with alternate spells and you were very interested in his wet poodle, I would suggest using that. It is also the game version I played the least, so if I find time to play that would be somewhat more interesting for me as well.
EE also comes with a superspawn module to get some more stuff to kill and a challenge mode to draw more aggro, so I guess for most fun I'd advise using those as well. But these two aren't "character changing" so characters played with one or both of these will be compatible with those that don't and these extra modules can be swapped in and out at will with only a client restart needed tp play.
Actually I just checked, as these two modules only affect server scripts it might actually be possible to play on servers with and without these without ever changing the client at all. That would basically mean, If xrystal supplies the servers you can just choose in game where you want to go with this.
The alternate spells however are a quite impactful change that basically needs its own characters and client version, so alternate spells yes or no is something that has to be agreed on for compatibility.
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