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Everything posted by idbeholdME
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Modifying Combat Arts and understanding Flags - spells.txt
idbeholdME replied to chattius's topic in Sacred 2 Modding
Bumping this with a couple questions. So, can we safely say that BONUS_DEBUFF is a flat value and BONUS_DEBUFF_WITH_ESSENCE is % based? I've been wondering, when exactly would the FLAT reduction be applied. I assume that difficulty levels just add high % bonuses to the attack and defense values of enemies, correct? If the flat reduction would affect the base value, it would have a tremendous impact. Example: If a monster had 400 base attack rating, Niobium would give them a 400% bonus and then you debuff them with a level 1 banner (-131 attack). If it affects the base value then you would end up with: (400-131)*5 = 1345 attack rating If it applied only after all the other calculations are done, you would end up with: 400*5-131 = 1869 attack rating. I'm expecting that it's the latter, but as you can't actually check the attack value of the monsters while under the effect of the debuff, I have no way of telling other than asking someone who knows the inner calculation mechanics of the game. I'm just thinking, why would the original devs set the numbers to 130+1 per level. The one scenario where those numbers would make sense would be, if it was reducing the base value, before any bonuses Could probably be tested if the type BONUS_DEBUFF Guidon was changed to affect the player instead of the enemy and then just looking at the numbers. Could that be done? -
Wasn't that always the case? In the Shadow campaign at least, I am pretty sure I remember always having to fight Nimonuil twice. Even back when I played only Fallen Angel without Ice & Blood. Not so sure about the light campaign, but I'd assume it'd be the same.
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Spotted one more wrong tooltip for a CA mod: Rousing Command - bronze mod B. Should be: Persistence - Prolongs the duration of Rousing Command. Currently is: Readiness - Increases the Shadow Warrior's base defense value. In the spells.txt, it is correctly duration, so as with Killing Spree before, it's just a wrong tooltip.
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Possibility to restore the original enemy invisibility behavior?
idbeholdME replied to idbeholdME's topic in Sacred 2 Modding
Just a quick reminder for the FA spell order for enemies who had ghostwalk (garema and Dragon) Thanks for checking. -
A detailed breakdown of the behavior of ranged Frenzied Rampage (vanilla). (It starts with my speculations and evolves into pinpointing the cause by the end of this wall of text ) As I've written a lot earlier, it launches 2 projectiles but the 2nd one counts as 2 hits. Well, now that I've reached a 34.2% attack speed bonus, when I use Frenzied Rampage from the special mount, it turns out that there are actually 3 projectiles. For some reason, the 3rd projectile has become slightly delayed with the increased attack speed when fired from the special mount and I can actually see three projectiles now. Without the mount, it still looks like it always did. So it's in fact not 2 projectiles but three, but the 2nd and 3rd are fired so closely after each other or at exactly the same moment, that they blend together perfectly. No idea why with the increased attack speed, the 3rd projectile started firing at a different point than before and only from the special mount. ADDITIONAL EDIT: It's probably not that the 3rd projectile fires later, but that only the 1st and 2nd projectile is affected by attack speed but not the 3rd one. I honestly don't even know why the 3rd projectile is there as the definition of Frenzied Rampage in the animation.txt should just double the normal ranged attack... But note that this is the same behavior as in the vanilla and not caused by the PFP. I'm just trying to figure why ranged FR behaves the way it does and whether it would be possible to space out the projectiles so they always fire evenly throughout the duration of the animation, which would make it much clearer as to what ranged FR actually does. It currently seems like it just skips the interval where the 2nd projectile should be and only fires them both at once on the interval of the 3rd shot, which causes the strange pause after the first projectile. END OF ADDITIONAL EDIT!!!!--------- It's hard to explain it in text form, but I can provide the save file if you want to see it with your own eyes. EDIT: Tried screenshotting it. Gear and everything is the same, the only difference is one is fired from a mount, the other on foot. Currently with a 34.2% attack speed bonus. 1) On mount: 2) On foot EDIT 2: It is always slightly desynced on the mount the moment you get any attack speed bonus. I just recently got a huge attack speed upgrade (11% to 34%) which made it much more noticeable, but I just tried with 11% increased attack speed, and it's still visibly 3 projectiles, except the 2 and 3 are much closer to each other. About 1/3rd of the distance between 2 and 3 on the first screenshot (so very close). Seems like the higher the attack speed, the more separated the 2nd and 3rd projectile will be. At base 100% attack speed, they are blended the same as on foot. Wonder why this happens only on the mount and not on foot At least this confirms that ranged FR does indeed fire 3 projectiles and there is no weird doubling going on. Now to figure out why shots 2 and 3 behave as they do In the perfect world, the 2nd projectile should always be exactly in the middle between the 1st and 3rd. How to achieve this, I have no idea... Would be cool if this mystery could be tackled though. That would be an actual fix for the Frenzied Rampage animation, compared to the 5 shot massive salvo mega buff that was originally implemented for it in the PFP (confirmed it will be reverted to vanilla when 1.3 releases). SOLUTION (not quite but one step closer) It seems that Frenzied Rampage is hardcoded to add 2 attacks to the normal ranged attack animation. The spacing in which it adds these 2 attacks is dependent on the length of the animation. The default length is this (TGUN): The result of this is 2 projectiles in 1 at the very end of the animation. However, if you increase the ANIMEND to 1.6000, it seems like that is exactly the timing where the shots are spaced out exactly as they should be. Screenshot where the ANIMEND is increased to 1.6000, all other condition the same. The shots are spaced out absolutely spot on perfectly. Couldn't figure out a way to space out the projectiles properly without increasing the total length of the animation though.... So a custom FR animation could be made which copies the default ranged attack, and just has ANIMEND at 1.6000. But being locked in place 60% longer and de facto reducing the attack speed of Frenzied Rampage is probably not worth fixing it this way. Not sure why 1.6000 is the sweet spot for the TGUN, but it is. The first ATTACK timing does not matter, attack speed does not matter. The projectiles are always spaced out equally as long as the duration of the animation is 1.6000 (4x the original attack timing). Exactly the same with bows. Bow attacks have the ATTACK on 0.5600 and the arrows become perfectly spaced out when ANIMEND is 2.2400, again 4x the original attack timing, (EDIT: They become perfectly spaced out when ANIMEND is 1.7600. Anything after that is just idle time) Seems like the problem does not lie in the animations, but Frenzied Rampage itself. It must have some hardcoded timings or behaviors that unfortunately can't be changed through animations.txt. The goal would be to perfectly space out the shots while keeping the original animation length For reference, I checked the vanilla timings for TGUN and the attack animation starts there at 0.2221. With this timing, it was clearly visible that the 2nd and 3rd projectiles are separate. Upon further testing, it turns out that for the TGUN, there must be a space of exactly 1.2 seconds of animation time after ATTACK for the shots to be spaced properly. With ATTACK at 0.0000, the shots will have proper spacing when the animation ends at 1.2000. Seems like ranged FR is hardcoded to add a shot every 0.6 seconds and once it runs out of animation time, it fires the shot instantly. Which means that with the ATTACK starting at 0.4000 and ANIMEND at 1.0000, the last 2 shots will be fired simultaneously, because there is no animation time left for the 2nd shot, which would otherwise be fired at 1.6000. CONCLUSIONS: So the discrepancy between mounted/unmounted must be caused by slightly different timings, correct? LO AND BEHOLD: the riding TGUN animation timings: Because it ends at 1.1200 unlike the normal one which ends at 1.0000, the FR has 0.1200 of time from the 0.6 required to fire the 3rd projectile while mounted, which causes the visual difference. And as you go up in attack speed, more and more space is available for animating the 3rd shot, thus the space between the 2nd and 3rd shot becoming bigger with higher attack speed. So for ranged weapons, FR adds 2 projectiles, one every 0.6 seconds of animation time. I hope that all these findings could potentially lead to finding a solution for this, but I have no idea at all how I could modify the default behavior of Frenzied Rampage... If anyone could supply the logic behind it and pinpoint where things like these are defined, depending on whether it's editable, we could be looking at a potential fix It could be that the 0.6 seconds is the default timing which was meant for the melee combination attacks which have much fancier and longer lasting animations with Frenzied Rampage. It is unfortunately also used for ranged attacks which are usually over within a second, not leaving enough space for the 2 additional shots. I fear that separating ranged and melee is going to be impossible though Otherwise, it would just be a question of lowering this 0.6 second interval enough to be squeezed into the ranged attack animations. And I'm thinking this very same thing could the case for ranged Pelting Strikes. LATE EDIT: (man, this post just keeps growing :P) Restoring the original timings from before PFP has helped a lot to separate the shots: Normal attack: Mounted attack: They are much closer to the necessary 1.2 seconds. With my attack speed bonus, the mounted one (1 second) actually seems to be fully synced, The on foot one is not quite there (0.7779 seconds), but much better. Unfortunately, bows have the same timings as they did before, so this is not a viable solution for them :/
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I'd personally consider the Study Book a fix. It is absolutely obvious that you were supposed to only get it as a part of the quest chain, as evidenced by the book already being a reward for this quest. All the other Ice & Blood books are mostly just general info/lore, but that one book should be exclusive to the quest. IMO at least.
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As far as the books go, I'd honestly just make the Diaanja's Study Book not drop besides the quest where you you are supposed to receive it. The other books are mostly for background flavor and doesn't really matter where they drop, but the Study Book is a key element of the main Blood Forest quest chain. And one additional minor report: Normal Terror Boars seem to give anomalously high experience. They're currently giving me about 3.8K XP and Elite Terror Boar about 4.5K.
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Playing without. Did the Northland Expedition. Yeah, I always explore first by hugging the edges with Visibility Range gear, so stumbled upon the entrance before the zombies that give the quest. I even unlocked the exit that you are supposed to explore in the Scouts part of the quest. Went there, clicked on it from the outside and as I had already went through it from the inside, it opened but the quest log said that the main door is locked. EDIT: One more Blood Forest related thing. Just did the part with Diaanja and from her chest, I got a... "Diaanja's Study Book". A book that I got as a random drop somewhere back in act 1. Could this book be blocked from spawning like other books and drop only from the chest it's supposed to?
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The launching into the air happens only if you cast it directly at the enemy and they don't move at all. Their model is clipping the sentry so the moment they die and the physics kick in, it overcompensates it a little. Same as when you kill zombies from coffins or graves before they have the time to rise up from the ground. They get launched the same way. It has no effect on gameplay, besides a little comedic value No connection with the disappearing issue whatsoever. But yes, it is a very strange behavior. Why the Sentry would despawn is beyond me. It's as if it's bound to a target if you click on an enemy and as the entity completely disappears from the game when it doesn't leave the corpse, the Sentry loses track and just goes away. Also, as I'm just going through the Blood Forest for the first time ever, I just did the Lost Crypt quest chain. I have entered and explored the Crypt itself before even accepting the quest. But from the quest dialogue, it seems that entrance to the Crypt should have been blocked until doing the "Break the Spell of Protection" part of the quest chain. Was it always possible to enter the Crypt even before accepting the quest? I have no idea as this is my first time doing the expansion areas (they are incredible by the way). And in the Crystal Plains, the final snowy areas you enter after the underground tunnel don't seem to have any music playing.
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Noticed one peculiarity about Skeletal Fortification: It is a thing specific only to enemies that don't leave a corpse (explode after dying). Noticed it in the Crystal Plane because most enemies there explode and don't leave a corpse. If you directly target the enemy with the Skeletal Fortification, the SF will disappear instantly the moment the enemy that was targeted and does not leave a corpse dies. I was wondering for a while, why did my SFs start to sometimes disappear so quickly once I started the expansion area and pinpointed it to this being the cause. You can work around it and never target corpseless enemies directly, but direct targeting is useful as when the SF spawns directly on top of somebody, both arrows from the gold mod hit that one target, which is useful for focusing a specific enemy down. So it does have a gameplay impact. The enemy also does not have to stay in the same spot. They can move away from the SF and it will still disappear once they die. Would be great if this could be investigated and potentially fixed.
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The density limit seems to be 100, correct? Although I'm not sure I understand the proportions. Does it simply mean that compared to normal Garema (381,10) the Elite one (380,1) has a 10% chance of spawning compared to them? Thanks for explaining. Not gonna be touching that So in the example above, the spawns would be the same on Silver and above, correct? But if we take a more complicated example: So, on Bronze, only creature ID 951 would spawn. On Silver, 951 and 950 would spawn. The 950 would have 20% chance of spawning (1/5)? On Gold, 951, 950 and 949 would spawn. 951 and 949 would have the same chance of being spawned and 950 would still have only 20% chance? On Plat, 951, 950, 949 and 948 would spawn. 80% of the time, it would be either 951 or 949 and 20% of the time, it would be either 950 or 948? On Niob, the same creature that has been already used appears again. What does that mean exactly? Does it just double the number of enemies?
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Thanks a ton. Does that mean that the number of enemies that spawn within a sector is always the same and it's just their placement that is randomized? Say I want to increase the number of Elite Garema Spawns in the 41,10,0 coordinate. I look up this entry: The coordinates are clear. We are setting the spawn rate of this monster in this one sector. total_density - total number of enemies that should be spawned? Probably not as the second number after the creature ID is probably the number of spawns... layermap_id - no idea. And the 5 entries listed below that? The first number is the creature ID I think, so: 381 = Barb_garema_warrior 380 = Barb_garema_warrior_elite 389 = Barb_garema_officer Now Garema are probably not the best enemy to try it on as they have a ton of subcategories and which is which is not really clear from the names in the creatures.txt. But nevertheless.... Seeing these enemies, I think it's safe to say that the number after the creature ID is the number of them the game should spawn. 380 being the normal Ghost Warrior and thus most numerous. The 381 is the Ghost Warrior Elite. 389 could the the Levin Array caster Garema? So if I'm reading this correctly, there will always be 16 normal Garema Ghost Warriors, 2 Elite Garema Ghost Warriors and 2 "Officers" whatever Garema type they are. Additional question: Why are the same creature IDs listed multiple times. 381 two times. 380 two times and 389 one time. And what about the 4 numbers after that? Only the third one ever seems to change. What does that set?
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Reviving this with a question. How do the Elite enemy spawns work? One could easily assume that the "probabilityforelite" simply means the % chance that an enemy would spawn as an Elite. But because every single creature defined in the creatures.txt has probabilityforelite = 0.000000, that must not be the case. Changing this number seems to have no effect on enemy spawns. Tried 1.000000 and 0.900000, but didn't notice any visible difference. Which means the game must be using some other method for spawning Elites. What does the "probabilityforelite" value mean/determine then?
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Possibility to restore the original enemy invisibility behavior?
idbeholdME replied to idbeholdME's topic in Sacred 2 Modding
One more thing. I noticed that when an enemy has multiple spells available, the order matters. When ghostwalk is listed as entry0, the Elite Garema cast it as the first thing they do after they see you. If placed after the enemy_whit_attacke as entry1, they will only cast it after using the attack and a bit of delay after that. What was the spell order for the Garema in the Fallen Angel? I'd expect it wasn't changed, but would be nice to check, if you have the FA creatures.txt on hand. Thanks. From trying it out, it would make much more sense if they cast it immediately, but my goal here is to perfectly replicate the FA behavior. -
Possibility to restore the original enemy invisibility behavior?
idbeholdME replied to idbeholdME's topic in Sacred 2 Modding
Thanks a ton. It's this in Ice & Blood. entry0 = {"et_duration_boost", 1000, 10, 0, 8 }, entry1 = {"et_evade_detection", 0, 10, 0, 41 }, entry2 = {"et_chance_evade", 500, 0, 0, 41 }, So they replaced the invisibility with a duration increase? Interesting. Either way, I'm off to test it. EDIT: Worked perfectly. They can no longer be clicked once they go invisible. Time to relive the old horrors of the vanilla Sacred 2 jungle Also, could the Enhanced Perception vs Invisibility value formula be mined from somewhere? Would be nice to know what level of EP would be needed to counter it. And the invisible value itself, I guess that at level one, it is 25+10. So would a level 70 Garema have 725 Stealth Value? Is it based on the monster level for enemies (as they don't have CA levels)? -
Possibility to restore the original enemy invisibility behavior?
idbeholdME replied to idbeholdME's topic in Sacred 2 Modding
Cool. I wanted to copy the one from Shadow Veil but did the enemies have the same values? Do the numbers matter at all for this token? entry1 = {"et_invisible", 25, 10, 0, 41 }, I assume it is used for the calculation vs the Enhanced Perception detection or something like that. Any idea what the original numbers were for the Garema and the Dragon? If it comes to it, my cousin has the base version of Sacred 2 on a disc, so could check once I visit him Also, I noticed that Garema Ghost Warriors never seem to use the ability. Was it limited to Elites only? EDIT: Checked the creatures.txt and yes, it's Elites only. -
As I just fought the Dragon on Girvym island and saw him cloak, I realized, that Ice & Blood made it so you can target invisible enemies without issues (and removing the utility of stealth enemy detection from Enhanced Perception). Out of interest, would it be possible, and if so, how complicated, to restore the pre-I&B behavior?
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Deeply understanding surface.txt (Flags + Shaders)
idbeholdME replied to Lindor's topic in Sacred 2 Modding
One note about the DOUBLESIDED flag 512. The only light source that causes the artefacting is the sun. Does not happen at all in caves/dungeons or at night. EDIT: Also, it disappears when a storm comes (weather effect that obscures the sun). -
Leaping Plants. I can't remember whether they are supposed to move and attack you normally. Currently, they only use their ranged spell and Leap but otherwise just stand in place, doing nothing.
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Also, additional note about mods that add flat damage to weapon based CAs. If you are using a damage converter in the weapon, all the damage added from mods like Envenom is completely converted to the given type. Meaning it increases the effectiveness of damage conversions. Say a Frenzied Rampage hit does 600 physical damage. You pick envenom, which adds another 100 poison damage. Now use a 40% damage conversion into Ice and the total amount of converted damage will be 340 (40% of 600 and the full 100 from the mod), resulting in ~57% of the damage being dealt as Ice instead of 40%. Now take an energy weapon that deals 600 damage split into physical (200), magic (200) and fire (200). You use it with Frenzied rampage envenom mod that adds 100 poison damage, bringing the total to 700 split between 4 damage types and then put in a 40% Ice Crystal. With Envenom, the result will be (roughly) 120 physical damage and 580 Ice damage, almost 83% conversion into the desired type. Without the poison damage from Envenom, it would result in 120 Physical damage and 480 Ice damage, total conversion of 80%. Converters convert the stated % of physical damage and all the other damage types completely. And even when not using converters, the flat damage from the mods can trigger the secondary effects. This can be very relevant in any build that uses Damage Lore as it gives you a free source of another damage type, meaning another potential secondary effect.
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Which Character for Blacksmith+Trade?
idbeholdME replied to Vishanka's topic in Sacred 2 General Discussion
Also one more note about dedicated blacksmithers. You only really have to bring them to about level 110-120, if your main goal is to just be able to jam rings into bronze and amulets into silver slots, With the increase in max level of workable items and proper gear bonuses, you should be able to reach the max item level quite easily without getting into the late game XP grind. Unless you want max powered blacksmith arts of course, but they are a massive overkill for low level characters. Also, around level 120-130 is roughly the point where bargaining starts being unable to reach the highest rarity tiers. -
Just finished the Dark Invocation chain and the reward was a grey Essence of Dark Matters. The item is probably not defined as it comes from the CM Patch, but is still the reward from this quest:
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One more enemy for the list. Elite Ranged Stone Guard in the desert. There are a lot of versions of these stone golems. Elite Stone Guard can spawn either melee only or ranged+melee (somewhat rare). I think it's this one in creatures.txt, although I'm not 100% sure as there are quite a lot of creatures with stone in it: Does not have "harterschlag" but "verlengsamen". Seems like some sort of double hit when they use it. However, behavior is the same. Always runs into melee range to use it, meaning they pretty much never shoot (the thing happening on the screenshot is quite rare and took a lot of running around). Not sure what could be a proper substitute here though. All of the Stone Guards deal only physical damage, so an elemental bolt is probably not viable. EDIT: Yeah, I noticed it pretty much only with bows on some enemies (mostly Orcs) and that one shield guy. It's just a minor visual thing that doesn't affect anything mechanically. Definitely keep their weapons. Again, just a minor visual thing without any mechanical impact. If it's not possible to fix easily and without affecting anything else, I say leave it as is.
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Quest bug report: Djinn (Shadow Campaign, SE Desert) Upon breaking the vase in Dar Al Badja, the Djinn does not spawn, rendering the quest impossible to complete. Quitting the game and reloading does not help.
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IIRC, the Brigand also "threw" the poison bolt with the sword in his hand instead of using a bow. Also, I noticed a decent amount of NPCs who are holding their weapon rotated the wrong way (180 degrees), when in their idle state (no animation playing). The weapon rotates to the proper position whenever the enemy or NPC performs any animation other than standing still or walking. It seems to be mostly Orc Archers. For example, there are 2 Orc Archers shooting targets behind a building in Tharak. I also saw a shield on a stationary NPC rotating the same way when doing the New Hope quest chain. There is a Militia Watch Fighter with shield standing near the Milita Captain where it's much more visible than with the bows. It very quickly visibly rotates whenever an animation starts/ends.