-
Posts
80 -
Joined
-
Last visited
-
Days Won
7
Content Type
Profiles
Forums
Downloads
Calendar
Posts posted by MetaL
-
-
8 hours ago, Flix said:
Well thanks for the explanation. I liked the old philosophy, but I will learn to adapt.
Actually I had to make such explanations in the changelist by versions, but it is difficult to explain briefly, plus sometimes I can be lazy
- 1
-
- Popular Post
- Popular Post
17 hours ago, Flix said:@Starling @MetaL What happened to the generic Blacksmith bonuses? They lost their identity and are not so good anymore. It's (almost) enough to make me reconsider continuing with 3.0. The old philosophy was improving the original bonuses to make them worth using. We used to have 1) A weapon-based bonus, 2) A defensive bonus, 3) A spell-based bonus. The modifiers within each bonus complemented one another. Now, each bonus kind of mixes things together that don't really go together, like Physical + Mental Regen, and Attack + Defense.
Old concept was:
- Damage-berserk bonus + attack for hitting enemies. It was all about damage for all types of builds and some chance to hit.
- Defencive bonus. It was all about survability.
- Magical bonus. It was all about damage for mages.
I can say that in general we just buff original conception.
But theese concept have some problems:
- Some people wrote that defense + health makes hero too protected for enemies of Ancaria. For enemies it was too hard to sucseffuly hit a hero while hero already have bonuses to health and resistances. I can say these words have part of truth, it gave bonuses for all aspects of survabilily.
- Defensive bonus had priority. It gave health, defense, resistances and in the same time regeneration of special moves (from physical regeneration bonus). For non-mages it was too good and became actualy the only choose, because in the same time player got survability and some dps via lover cooldowns. Magical bonus not needed for fighters. Damage-berserk bonus not so effective compared to defensive bonus and needed only if hero have some problems with chance to hit.
- For mages 1st and 3rd bonuses actually performed the same role. 1st bonus = damage + damage when loosed health. 2nd bonus = spell damage + spell cooldown (affects on dps, so also about damage). I mean it was actually damage+damage vs damage+damage.
We did not like such situation.
So we decide to make some changes in conception:
- Damage-berserk bonus. It's all about pure damage for any build. Only damage, nothing else.
- Attack-deffence bonus. It's all about chance to hit enemies and chance to dodge attacks (like Agility skill or Heroic Courage buff). Nothing else.
- Health and combat art regen bonus. It's all about amount of health and cooldown of any combat arts (nothing else). Physical regeneration gives health for everyone, for fighters phys regen also give cooldown reduction of special moves, and for mages mental regen gives cooldown reduction of spells (mental regen from items etc don't increases spell damage, only basic and spended in metal regen attribute points affects on spell damage).
We can't full predict how new conception will be work in sum. But I can say that now each bonus have more separated role. 3rd bonus is also affects on damage because of reducing cooldowns, but 3rd bonus not allows to create crazy berserk build (pure glasscannon) like 1st bonus does (some example and one more example what berserk is).
- 1
- 1
-
-
-
3 hours ago, gogoblender said:
Merry Christmas guys! A genuine thanks for all the great work in 🙌. Best wishes to you and your families in the new year ... thanks for helping keep Sacred alive!
🙌🥳🙌
gogo
Thanks
Merry Christmas you too
- 1
-
On 11/29/2019 at 11:20 PM, Dax said:
Guys, please give feedback. It´s really important. Thx for your time!
I think will be good if you attach mod to your post. If random people will read this topic they even don't understand what mod you talking about
What I can say about mod:
For textures there is a lot of individual preferences. For example: someone like black color, someone like pink color. But the main thing that not depends from individual preferences is quality. It is always seen when something done with love and you did it wellIf you think that quality is not a big deal then I just show you 2 examples from russian big texture mods:
1. Faithful mod. Just look at screenshots: Is it Minecraft? And why colors so LSD?
2. RavenRock
They have some new shields "maded" by 2 main RavenRock's guys itself. But these guys don't write in changelist that it's actually copy-pasted from concept arts of other games. They have more than 10 shields maded with that way:P.S. Soon your mod will appear in ru-comunity (with new recreated wiki-menu). After that I can ask feedback from ru-community if you want
- 1
-
3 hours ago, Flix said:
I didn't see any mention of them there (well there is something in Russian on Steam that may be it) so I made English topics on those forums.
Thanks
I already did a russian topic on Steam (actually completely rewrite the old one). Need to translate it in English, I will do it, just time needed.
-
-
-
-
- Popular Post
- Popular Post
Introduction
In Sacred exist 11th secret dragon. It was accidentally found by russian player WORTLOS in august 2016 (and only in 2018 was published ru-guide about it, after my returning to managing ru-community).
Thats a secret dragon (or baby dragon). For his appearing you need about 3 hours of real time.
How you can get it
You need "Helkemel, Traveling Merchant". You can find him near to bridge on the road to Mystadale.
Helkemel offers to buy a dragon egg, But you need to choose "Reject".
After that move away for a some range. Check mini-map, when Helkemel's dot turn from white into gray (it means he dead) you can return.
Speak with dying Helkemel. He tells that dragon has hatched and need to catch it before he grows...
You can find hatched dragon at east from the Mystdale, below graveyard...
...and it's just a raptor.
BUT, after 7 ingame days (about 3 hours in real time) baby-raptor will become a big dragon!
It's stats should be same as Draconis Mortis, cause it's same dragon type.
Conclusion
As I know, it's the last detected secret in Sacred and no one knew that baby dragon can grow up. All hints about it was in sight, but a long time required for baby dragon growing hide it from players for more than 10 years.
- 1
- 1
-
Not so long ago (July 2019) RadminVPN got update with gaming networks!
Choose "Network", then "Join an Existing Network"
Then you choose "Gaming Network". It have filter for game names, so you easily can find gaming networks for Sacred.
This is awesome future, same as rooms in Tunngle! No need looking for private networks.
- 1
-
Map of Ancaria have one wrong cave mark and one missed cave mark:
Missed cave even have a quest giver into it.
- 1
-
- Popular Post
- Popular Post
-
- Popular Post
- Popular Post
Released new version 2.52 with couple of fixes. Main post of the topic updated.
- 1
- 1
-
- Popular Post
- Popular Post
15 hours ago, Sagittary said:Wow man, thank you so so much! You kinda saved my Sacred life!(what a pun). Least to say I owe you one ;)
- 2
-
52 minutes ago, Flix said:
Haha this is awesome. I was just playing and remarked to myself how boring most caves were, with almost no interesting enemies or rewards or secrets. This is crazy! Fighting dozens of Dragon bosses at once! I don't think I could do it. I'm happy to just kill 2 at once!
Yes, we think the same way about caves. We decide to add new challenge tier by caves' population reworking. Like: "A" tier is Dragons and other single bosses, "S" tier is region bosses, "S+" is boss-caves and "S++" tier is boss-caves owerspawn.
- 1
-
- Popular Post
- Popular Post
On 11/8/2019 at 6:10 PM, Sagittary said:Hello, can I ask a little question?
This build is fun and all but at 44lvl silver I suddenly hit a brick wall with it. D'Cay the dragon of the undead is totally impossible to kill. The damage she's getting is no more than 100 points! Normally it's around 1000, and it was quite smooth gameplay up till this point. Using the veteranmod or not, same difference. Could it be a bug?
Am I missing something or I got it wrong someplace?
Thanks
It's because you play Veteran mod. In this mod dragon's stats greatly boosted. Veteran mod is not about balance, it's all about difficulty, so it's extra-hard to kill veteran-dragons without right and well prepared gear.
Returning into classic Sacred didn't help because almost all enemy's stats saved in save-file as they were during the saving.
I made a little hack for you - just reduced current D'Cay's health to 1, it should resolve a problem with killing. Be fast, cause she regenerates about 6 health per second, so you may be need to do more than 1 hit.
- 1
- 1
-
Meet the new version with updated caves inhabited exclusively by bosses! For clarity, see the video announcement.
Are you ready to find these caves and face a new threat?Hint: there are 5 caves in total, all of them in Ancaria, population of the caves also may help with searching.
UPD: New version 2,52 with couple of fixed added
- 1
-
On 11/4/2019 at 1:09 AM, Delta! said:
I just downloaded Radmin, and joined the Network.
Is Sacred 2 also being played? Ice and blood with community patch?In ru-community Sacred 2 is not popular. Not shure that anyone playing Sacred 2 online via "SacredWiki" Radmin network.
-
Steam launched new future that allows to play online via local co-op: https://steamcommunity.com/games/593110/announcements/detail/3032537193879549687
I'm not tested this function, but it should be useful for those who want play online with friends without messing around with LAN-emulators.
Also this function have one problem for Sacred - no other exe. So no unofficial 2,29 patch, no localization, no mods with changed exe.
- 1
-
RadminVPN network that used by Sacred ru-community:
Name: SacredWiki
Password: olksbest
We recommend this network to everyone in the ru-community by default, because in this way all active players will be on the same network.
- 1
-
11 hours ago, CarlJohnson said:
What's the deal of "2 bytes abilities bug"?
Almost all abilities have 65535 damage limit bug for each damage type (such number is 2 bytes). Damage over it just missed.
For example screenshot with Dwarf's Flamethrower. It have 115765 fire damage, but only 65535 fire damage works.
It's ability damage, not final damage dealt. It will be affected by global damage modificators: crit chance, survival bonus, wounds increase damage dealt, special damage types from sets (Like Amarri's Secret for Battle Mage), Vampire's night time damage boost, Daemon's Call of Death etc.
Not all abilities can reach such limit, but some of them does: fireball, BeeEffGee, Poison Tendris, Seraphim's Lightning Strike.
Only Dark Elf's traps don't have such limit, but his traps have unique structure if talking about code.
_____________________________________________________________________________________________________________
6 hours ago, Dax said:@ MetaL
But I got one question: Why don´t you ask the community for help? People seem to
be interested in your mod.Long time we just waiting for new balance mod appearing, but then we thinking: "If we don’t make a mod ourselves, nobody will do it". We spent a lot of time for getting some knowlege about it. We have learned how to find right asm-code and change it, this is the biggest part and not shure that someone can help us with it. For example, RavenRock's owner looking for assembler programmer since 2014... Good luck for him
The biggest help from community is just playing our mod . We like to see new forum discussions about ReBorn mod, we glad to see new videos about ReBorn mod, even someone just upload a new ReBorn version on Darkmatters (because I didn't update it long time ago) it's also some support for us .
UPD: Also info about game crash can be useful for us. Screenshot as example:
We need "Details" field. It allow us to understand is it Sacred bug or ReBorn bug and and which part of code allows to crash. Description of circumstances of crash will be useful too.
- 1
-
9 hours ago, Dax said:
Thanks for the insight MetaL.
It´s good that order has been restored. Toxics can ruin entire communities and turn everything into a s**thouse within weeks.
I got the intention, that such behavior becomes more and more common these days. Sad. And stupid.
Speaking of Lifeleech, yes. I got it on the radar. (:
A good day to you!
EDIT:
Am I wrong if I say that Sacred Reborn is done to possibly maybe 20% ?We have no detailed plan for ReBorn. We just change all that we want to change and can change, question is about free time for it. For example, in beggining we just wanted to make Orla-Aisling more wailable, but it became a big global balance mod.
Nowadays we want to fix Open Wound (we already fixed it, but we met some pitfalls so need remake it) and add some interesting things in few caves...
After that we start rework useless unique items.
Also we have plans about sets, control Combat Arts, horses, skills and 2 bytes Abilities' bug.In the distant future we want to make some new bosses based on hero models. For examle recreate OverLookers clan as hero-bosses. It looks pretty hard, need make Combat Art using, loot, fixed position, names, equipment... Its a big long-term goal.
So I'm not shure that ReBorn will be somedays done for 100%. In theory we can add new features over and over again... I can say that current state of ReBorn is pretty god and we like it.
But it's just plans and ideas, we don't give any promices, because modifying Sacred requeres a lot of time and a lot pitfalls may be met, so we can fail. Also maybe sometimes new cool game appeared and we will deep dive into it (for example LifeLeech ).
- 1
Sacred Downloads - Sacred ReBorn HD Mod (by OverLookers)
in Sacred 2 Downloads - Builds, Blank Characters, Items, more!
Posted
Just some beautiful extra-wide screenshot. Link for download png if someone needed.