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idbeholdME last won the day on October 26 2018

idbeholdME had the most liked content!

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About idbeholdME

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  1. Just accidentally stumbled upon this thread. I felt that something about the animations was off especially whenever I pressed shift when I started playing again recently. Now I know what it was. Just tested the difference and WOW. I probably didn't notice at first as it was 6 years since I had played the original game but the difference in smoothness is jarring. Same as cerrec, I didn't notice anything in the original that would require such a drastic change. Completely cutting the transition animations seems a bit harsh of a solution. With some file swapping, I was able to rest
  2. Not a bug, just an inconsistency I noticed. First is the elite scarab (beetle in the creatures.txt) in the desert. It gives much more than double the experience of the regular one (almost triple). The other is one of the new slave outcast variants that spawn in the CM Patch. The one that can be seen in the screenshot always gives double experience as if he was a champion (so exactly double of all other outcasts). He has both a ranged and melee weapon available and a tattoo on his face. If I encounter any more, I will add them to this thread as I play through the gam
  3. Yeah, 2-handed hafted are weapons only the SW can use so it's probably now or never. Axes seem to do comparable damage to Pole Arms but Hammers are a bit lower it seems. Thanks for the thorough explanation on Shadow Veil. A few final questions about it: I assume left click melee attacks always make you visible, correct? Can Shadow Veil reach a state where melee CAs (Scything Sweep, Frenzied Rampage etc.) would be castable while staying invisible? I also assume that spells fall into the same category as ranged attacks? E.g. complete invisibility once the chance to st
  4. I have the character editor so I can make any blank character I want. I just asked here first if anybody knew the breaking point for Stealth on Shadow Veil at which it becomes permanent invisibility and if it is reachable without boosting the Stealth value in any way before I have to go and test it myself. But, I will probably do as Flix says. The prospect of future usefulness of finally having a blacksmith character is becoming more and more appealing the more I think about it. What about my second question with Hafted vs Pole Arms? I have never dabbled to much in weapons until now
  5. Of course that would be optimal but frankly, leveling 2 Shadow Warriors side by side just because of one skill would just be too tedious for me. Simple as that. I'd rather play one of the characters I haven't played extensively yet. I was not planning on making Shadow Veil a permanent buff. That 3rd buff spot would be taken by Nether Allegiance. Shadow Veil would just be a CA for movement speed and reduction of detrimental effects with the Avoidance-Nimble-Shadowmaster mods. The thing is that I would be leveling Shadow Veil hard to have maximum value from the Avoidance-Nimble mods, also s
  6. So a few days ago, I've started a new Shadow Warrior: I had this build in mind. 9 skills are most likely set in stone (You would have to try really hard to make me back off from one of them) and I'm absolutely torn on the last one. X marks already picked ones. Tactics Lore X Death Warrior Focus X Armor Lore X Concentration X Combat Discipline X Malevolent Champion Focus X Hafted Weapons/Pole Arms Constitution Toughness Blacksmith/Astral Lord Focus I've been originally set on Blacksmith but then I thought "Why waste Concentrat
  7. CAs too? Well damn. I guess Frenzied Rampage will be non-stop double hits then with its 2 double hit mods... I might have to cut something else from my build then.... Probably Blacksmith which is a shame as I have been wanting to make a Blacksmith char for a long time. Some other time then. Thanks for the answers.
  8. 2 questions: Most weapon lores add double hit on mastery. Does this chance affect only normal auto attacks or also weapon CAs like Pelting Strikes or Frenzied Rampage? Recently started a 2 handed SW and was thinking about replacing Hafted Weapons in my planned build with Astral Lord Focus IF the double hit chance doesn't affect CAs (resulting in using no weapon lore at all). That would allow me to make Shadow Veil a utility CA by taking mods Avoidance-Nimble-Shadowmaster and also utilize Concentration mastery by allowing Nether Allegiance. How exactly does Avoidance mod on Shadow V
  9. Thanks for the much needed input. The RPfB thing is just confusing due to the tooltips as I and Flix attested. But determining what exactly is the "correct" behavior might be difficult . On one hand, it makes sense that you lose the bonuses once you remove the gear with RPfB but on the other hand, if you boost the buff CA level by gear, cast it and then remove the gear, it persists in its buffed form. I would have no problem with keeping it as it is, maybe just somehow make the tooltip update immediately after removing the RPfB gear. But that issue is secondary to the BFG thing. That
  10. No ideas, comments or thoughts? Just to be sure, I checked both in Vanilla and with the CM Patch installed and the same behavior occurs in both. The numbers are not exactly the same with the CM Patch as in Vanilla but the same behavior still occurs (BFG damage being a lot higher and majority of the damage being physical when cast bare-handed as opposed to when cast with a weapon previously equipped). I find it strange nobody ever noticed this before since it seems like a big deal AND it is present even in the CM Patch. The numbers difference might not seem relevant at first but as I said,
  11. Hi, Did some testing and I just noticed the following when looking at the damage numbers for BFG on my Seraphim. If I activate it while holding a non-bow weapon during the casting, the damage becomes 6307-6857 (5360-5545 Physical, 947-1312 Ice). When I cast BFG when holding a bow (not even all ranged weapons but only bows), the damage becomes 6346-6896 (5399-5584 Physical and 947-1312 Ice). And when I cast BFG bare-handed, the damage becomes 6883-7432 (5936-6120 Physical and 947-1312 Ice). So I just found out at the end of Platinum that I've been missing out on a decent amount of dam
  12. Points I'd add after finishing a completionist Silver playthrough yesterday (without DLCs). 1) The attention to detail. The world is extremely detailed, there are tremendous amounts of nice looking animations (with the CM fixes), so many voice lines dependent on where you are, who you kill, so many footstep sounds depending on the surface and if it's raining or not, random NPC conversations and so much more. This all combines into a world that I like to return to. 2) The static map. Instead of some RNG map built from pre made blocks, the handcrafted and HUGE world of Ancaria has char
  13. Will bump this too. I'd like to make the day and night cycle more equal. I find the current night too short for my liking (75% day to 25% night ratio IIRC) and I'd like to see all the environments at night and hear the night versions of the music more often.
  14. I was pretty sure that this was not a brand new find. But rather than the toad itself, I'm more intrigued as to why it is linked to the quest (correctly it seems as the quest gets marked as finished when you kill it). Was it supposed to appear sometime during this quest? They most likely just forgot to link it and update the quest logic, which results in the "bugged" quest entry.
  15. Hi again everybody. Couldn't find anything about this on the wiki or anywhere else, so I thought I'd post it here. While running around the desert, I started to wonder where does the bugged quest step in Ephraphim's Nightmare quest chain in the vanilla game lead. The quest completes normally, but the quest step "Heavy Burden" is not ticked as completed in the quest log and the quest locator points into the sea. My curiosity got the best of me and I used the dismount trick to get out of bounds and jump my way to the quest circle. I expected nothing to be there, j
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