-
Posts
766 -
Joined
-
Last visited
-
Days Won
43
Content Type
Profiles
Forums
Downloads
Events
Everything posted by idbeholdME
-
Which Character for Blacksmith+Trade?
idbeholdME replied to Vishanka's topic in Sacred 2 General Discussion
Yeah, with vanilla conditions, only TG and Inquisitor have both of these utility skills available. TG suffers a lot without access to Ancient Magic in the late game as 13 out of his 15 CAs deal spell damage. So the easiest option would probably be a Devout Guardian. Without the Ancient Magic resistance penetration, the damage suffers a lot in the late game. -
A bit late, but I'd opt for intelligence too. Don't forget that it also increases the crit chance of your spells (50 points = 1% crit chance). Regen times can initially seem like they are going to be a big deal, but the further you go with the character, the less of an issue they become. And gearing for Spell Intensity is much harder than lowering regen times. If you are not using buffs at all, Intelligence is definitely the clear winner as it also increases spell CA damage and spell CA crit chance. Pretty much the only attribute out of the Strength, Dexterity and Intelligence that is still worth pumping for damage after the Ice & Blood rebalance. EDIT: There is also this note on the Spell Resistance page on the wiki: Having Spell Intensity of 2400 and more allows to "win" this check even against Champions and Bosses of the highest levels (200+). http://www.sacredwiki.org/index.php/Sacred_2:Spell_Resistance
-
Modifying Combat Arts and understanding Flags - spells.txt
idbeholdME replied to chattius's topic in Sacred 2 Modding
One note about this. I did not have the mod picked when I started testing it. I had 5 mod points for Malevolent Champion but no mods taken for Augmenting Guidon. Always made the spells.txt change first and only then loaded the char and picked the mod. Then I always just ALT+F4'd so the game did not save after the test, repeating the process. -
Following up on this, I think that the Moldered Skeleton Archer Elite in the Swamps might have the same problem. Checking the creatures.txt, the most likely suspect is this: I assume that the MA means marsh or something in that sense. Also has the Hard Hit (harterschlag) as the Elite Brigand did, which makes him first run up to you whenever they aggro. It is especially noticeable as they move pretty slow. Is there an ice projectile similar to the poison one that was used to replace the Hard Hit on the Brigand Leader? EDIT: Found "enemy_mmissile_ice", which could be used as a substitute, the same way the poison one was used for the Brigand. He uses it and then proceeds to shoot at range. It has a throwing animation but still better than if the archer just blindly runs at you upon spotting you. I assume that the "harterschlag" is hardcoded to be performed at melee range?
-
Modifying Combat Arts and understanding Flags - spells.txt
idbeholdME replied to chattius's topic in Sacred 2 Modding
Expanding on my claim where I said that this effect is not exclusive to weaken, I've now pinpointed it. The spectral soldiers from Nether Allegiance have a hidden property where they have a chance to apply a movement speed slow on enemies on hit. Whenever it happens, the enemy shows the same effect as weaken. I don't know what damage type the soldiers deal, but it is not Ice, because the attack speed is not affected and it is not Magic, because that wouldn't slow the enemies. So it is not really that strange that it shows up for an attack value debuff. -
Modifying Combat Arts and understanding Flags - spells.txt
idbeholdME replied to chattius's topic in Sacred 2 Modding
I tested: entry8 = {"et_debuff_EAW", 1300, 10, 5, 42 }, with token bonus number 668 - Enemies applied a % debuff to the player character on hit while under the effect of the banner. This was the default behavior. entry8 = {"et_debuff_EAW", 1300, 10, 5, 133 }, with token bonus number 668 - Seemed like it did absolutely nothing. entry8 = {"et_debuff_EAW", 1300, 10, 5, 42 }, with token bonus number 177 - It seemed to make the enemies hit much less often, debuff symbol showed up on them. Probably the desired behavior. From reading the above, it should be flat value and not a %. I did not test: entry8 = {"et_debuff_EAW", 1300, 10, 5, 133 }, with token bonus number 177 -
Modifying Combat Arts and understanding Flags - spells.txt
idbeholdME replied to chattius's topic in Sacred 2 Modding
Agreed. If anyone would feel so inclined, it is quite easy to just change the numbers for the mod in the spells.txt. I think this effect is used as the "default" debuff effect for anything that does not have a specific debuff FX associated to it, which is just also used by weaken. I definitely see it often and not only when I'm under the effect of weaken. -
Modifying Combat Arts and understanding Flags - spells.txt
idbeholdME replied to chattius's topic in Sacred 2 Modding
I wouldn't say impossible to balance. Maybe reduce the initial value and just increase the scaling per level so that at higher levels, it maintains relevance? Instead of 130+1, make it something like a 40+4? It would smooth out the curve so that it does not completely negate enemies on Silver, would equalize at CA level 30 and from then on, have bigger impact than originally. If it is mechanically possible to restore the original Fear mod without breaking all other attack value reductions, I think that the base functionality should be maintained if possible in the PFP (considering the goal of it). I don't really know the exact attack values enemies have in late Niobium, but I feel that a balanced medium could be found where the reduction would not be overpowered but still had relevance in late Niob. Flat values can be insignificant, but % are the other extreme, debuffing strong enemies like bosses and champions drastically (cutting hundreds or thousands from the respective value). But I assume it would probably mean a lot to change in the current PFP and would conflict with things like this (from the PFP change log): All combat arts which debuff opponent armor, attack, or defense now do so in percentages (same as on items) rather than flat values. Fixed an issue where these debuffs were actually granting opponents the ability to debuff the player instead. and Paralyzing Dread: Gold mod "Confidence" now boosts the Inquisitor's evade chance instead of his attack (this mod was conflicting with the enemy attack debuff). The Guidon and Dread gold mods are the only things when it comes to CAs that were outright changed in the PFP and I assume it was for the same reason. All other CA and mod changes are just fixes, QoL improvements etc. -
Modifying Combat Arts and understanding Flags - spells.txt
idbeholdME replied to chattius's topic in Sacred 2 Modding
Made a couple edits to the testing post. It actually does not reduce the attack value of enemies. The difference in chance to hit was from the innate defense bonus the banner gives. I later tested it without any gear to get the banner at level 1 and the enemy's chance to hit only moved 5%. When I equipped gear to reach the same defense as under the banner, the chance to hit was the same, meaning all it does is give the enemy the ability to inflict the debuff on you. I'll try. Change both occurrences or only one? EDIT: Changed both and that MIGHT have done the trick The enemies now have a debuff symbol on them whenever in the banner and it seems they are hitting much less often. It does not reflect on the enemy stats section in the inventory, but the fact that they have a debuff symbol on them is a good sign. They also no longer shred the player character's attack value. Screenshot of the debuff symbol on enemies. It showed up after changing from 668 to 177 as you suggested. You sir, are a genius. But one question remains. Is it a % or a flat value reduction? Because if it's a % (which seems likely after seeing what it did when on the receiving end of the debuff), then it's extremely overpowered and the numbers need to be adjusted to a reasonable level.It would probably have to be tested at a very high level in Niobium, to determine with an absolute certainty. I think it can be safely said that the intended value was 130 + 1 * CA level flat value. -
Modifying Combat Arts and understanding Flags - spells.txt
idbeholdME replied to chattius's topic in Sacred 2 Modding
Won't be necessary. It works with an existing character. But the behavior is really strange. I set the values to 490,10, which means 50 at level 1. Testing with the default 42 flag. 1) Instead of reducing the enemy attack value, it makes the enemies within the banner's radius apply the effect of the Fear mod to your character on every hit. This debuff lasts somewhere in the vicinity of 10 seconds, after which it drops off. However, getting repeatedly hit refreshes the duration and adds an additional stack of attack reduction. 2) It is actually a percentage. My attack value under the influence of the banner was 352. First hit received reduces it to 176. Any additional hits further reduce the player's attack value. It also remembers how many times an enemy hit you between casts. 3) Say an enemy hit you 5 times while under the effect of the banner. The banner expires, all values return to normal etc. You then recast the banner near the same enemy, have him hit you and with the first hit, it will bring your attack value down instantly to the number as if he hit you 6 times. The game somehow keeps track of that. So at first, it does nothing beneficial to the player and things go south the moment you receive the first hit as it gives enemies the ability to inflict the effect of the Fear mod on you with every hit, stacking repeatedly and quickly bringing your attack value to double or single digits. No idea what causes that. This has to be the weirdest behavior I have encountered in this game so far. So what actually needs fixing is enemies applying the debuff to the player on every hit, instead of having their attack value reduced. Also not sure how the numbers behave. Testing seems to suggest it's a % reduction, but the basic values were at 1300, 1, which doesn't really make sense. I tried setting it to 9000 and even then, it was pretty much impossible for the enemies to bring the attack value to 0. Either way, it's not a flat number, otherwise it would be 0 or negative after the first hit. EDIT: Using the 133 flag makes the mod do nothing. Even with crazy values, there was no notable difference in the amount of getting hit besides the couple % from the 50 defense the level 1 banner gives. Tried an insane number and the enemies were still hitting without issues. -
Modifying Combat Arts and understanding Flags - spells.txt
idbeholdME replied to chattius's topic in Sacred 2 Modding
Thanks for the exhaustive explanations. I am sitting on a ton of Malevolent Champion mod points, so might try to see what happens if I restore the Fear mod. Seeing whether it affects the player character should be easy by just looking at the stats. But I'm not sure how to check for enemies. As the enemy info and their chances to hit show up only after you kill the enemy. Probably put in some insane number and just see if enemies land hits? -
Well, the wiki has this statement about chance of critical hits: Chance for Critical Hit modifiers found on equipment and Blacksmith Arts do not affect Spell Damage Based Combat Arts. http://www.sacredwiki.org/index.php/Sacred_2:Chance_for_critical_hits Not sure how up to date or correct the info there is. I trusted the wiki in this regard because it would make sense. Seeing as Intelligence increases the crit chance of spells, it would be kind of nuts if item mods also worked. But I am really not sure when it comes to hybrid CAs. I'm leaning more towards yes, since they use the weapon in the damage calculation, but it's still just a guess.
-
Modifying Combat Arts and understanding Flags - spells.txt
idbeholdME replied to chattius's topic in Sacred 2 Modding
Just went over this when I've been looking into one of the changes in the PFP. The gold mod for Augmenting Guidon (Fear). It was changed into something else with this explanation in the change log: Gold mod "Fear" was debuffing the player instead of opponents The original definition for the fear mod is: entry8 = {"et_debuff_EAW", 1300, 10, 5, 42 }, As you can see, it also has the flag 42, but it was apparently debuffing the player instead of the enemies. Unless it behaved strangely due to the Banner itself being a separate entity and considering the player character an enemy or something, the behavior of this mod does not seem to correspond with the 42 flag theory :/ I wonder if the mod behavior could be fixed somehow with proper flags or adjusting the blueprint definition... -
While spells do not benefit from critical hit bonuses from gear or blacksmith arts and weapon based CAs do benefit from them, what about hybrid Combat Arts? So in the case of Shadow Warrior, Spectral Hand. Was wondering whether the silver mod is the only way to increase crit chance besides Astral Lord Lore. I'd assume that crit chance gear bonuses work on Spectral Hand as it takes into account the weapon you are using, but that is just speculation. Can anyone confirm?
-
One itemization thing I spotted: Energy Pistols can roll with Shadow Warrior Aspect bonuses. As Shadow Warrior can't use them at all, they should probably be removed as an option. In the similar vein where Temple Guardian bonuses were removed from polearms and Inquisitor bonuses from bows.
-
One minor thing I just encountered, specific to the Shadow Warrior. Casting Belligerent Vault (no mods taken) while rooted instantly teleports you to the destination point without any animation whatsoever. You are still unable to move after teleporting (for the duration of the root). It makes the gold root breaking mod somewhat less appealing because you can still use BV to move around. Not sure if it's always been this way, but seems a bit strange when being rooted de facto improves BV because it removes the animation/execution time. Not sure if the same happens with the Seraphim Assailing Somersault. Maybe someone who's playing a Seraphim can test it in the Swamp with Olm Entanglers.
-
The Pirate Treasure quest worked without issues for me. Didn't even have to quit out of the game. Strange.
-
Just did a thorough test of the Dragon Cult quest chain from the Shadow side and there are a couple things that probably could be improved. There are 3 possible scenarios. Scenario 1 Dundiel tells you to kill Blackhammer. You do so, return to Dundiel, end of chain. However. the quest log for this scenario looks like this: The Blackhammer Must Die! quest fails the moment you decline Blackhammer's offer to tell you about the cult and is followed up by Death of A Rebel, which tells you to kill Blackhammer and report to Dundiel. Seems a bit illogical when a quest called "Blackhammer Must Die!" only succeeds when you spare Blackhammer. Scenario 2 You listen to what Blackhammer has to say. Return to Dundiel, defeat him once, he begs for mercy, you refuse and kill him. The quest log at this moment looks like this: Important Discoveries only succeeds if you spare Dundiel. Dundiel's End quest also states that now that you've killed Dundiel, Ophtanar is next on the list. This makes the quest circle for the Revelations quest appear on the map, but not in the quest log: It is the quest where you go kill the cult leader Ophtanar and use his key to get the treasure. The quest works fine and even completes and gives you the experience reward the moment you unlock the gate to the treasure, but it is not written into the quest log. When selected (by clicking on it through map), it shows in the quest log as a blank quest with no text: Scenario 3 The full scenario. Talk to Blackhammer and hear him out. Return to Dundiel, show mercy. Talk with him again and it triggers the Revelations quest. This time, is shows up properly in the quest log: You then go to Waton with him and Waton kills Dundiel. Then he asks you to assist him in killing Ophtanar. Everything flows normally from then on. You kill Ophtanar with Waton, grab the key and get the treasure. This is the only scenario where all quests end up marked as complete. Additional note: Ophtanar's personal guard can be attacked and killed before even talking to him. They only start attacking you after the conversation. Conclusion: The quests work fine mechanically, but there is general quest log behavior weirdness (except scenario 3). Trying to improve the flow is probably not worth the time and would also probably require writing up a couple lines of text for the outcomes. However, the one thing I think warrants fixing is Ophtanar's guard being targetable before they're supposed to be. EDIT: Strange. Now I did it for the last time and the Ophtanar's guard is not targetable . Before, I was just rushing to him, but now I did a bunch of other stuff before going to him.
-
One more note about this. Just been running around for a bit on the Shadow Warrior Hellhound and: Multiple voice lines can play simultaneously while mounted (one does not cancel another). No CAs interrupt voice lines while mounted (no grunts occur). So the game is obviously somehow capable of not skipping voice lines and even playing multiple at once (although this second effect is probably not that desirable). I'm not sure if you've already figured this out or not, but just another point of reference. And one side note, mounts can be summoned in caves. But it can be ignored for the most part I guess. Didn't realize that until I noticed it when I loaded a save in a cave and the mount was right on top of me.
-
Cool. I also just tested the Killing Spree gold mod and it actually does also increase movement speed. So should probably be added to the tooltip as it currently says that it increases only attack speed. And Reflective Emanation Riposte mod always just increased the melee reflect chance instead of increasing the reflected damage? The wiki even claims different numbers (14% + 1.4% per CA level chance), which is different from the current values of 150, 4.
-
Just been looking over some of the Malevolent Champion CA mods and I'm seeing some weird stuff. Firstly Killing Spree. - Silver mod B in-game says Shockwave instead of Perseverance. Tooltip right now claims that it increases the radius of the energy blast. Wiki says the mod should be Perseverance, which increases Killing Spree duration by 50%. Checked spells.txt and it is duration of the Killing Spree entry7 = {"et_duration_sec", 1000, 5, 4, 8 }, as the wiki says. Why does it show a different name and effect in the game? - Gold mod A Sway. In the game says that it increases attack speed. Wiki says attack speed and movement speed. Entry for this mod is: entry8 = {"et_charge_attackspeed", 250, 0, 5, 41 }, Does this only increase attack speed (I'd assume so)? If so, why does it also say movement speed on the wiki? Secondly Reflective Emanation. - Gold mod A Riposte. Wiki says it should be a chance to increase the reflected damage, which I'd assume was supposed to be increasing the damage dealt back to the enemy. However, it currently increases the melee reflect chance instead of what the wiki says: entry6 = {"et_chance_reflect_CC", 150, 4, 5, 41 }, I can't see any mention about this in the PFP change log about this specifically. What gives? The Reflective Emanation one could just be a wiki error or weird vanilla tooltips, but the Killing Spree silver mod description and name is definitely wrong in the PFP. Not sure about the KS gold mod. EDIT: Just tested the KS gold mod and movement speed is also increased with kills, so it should probably be added to the tooltip.
-
Also, how would one go about doing the effect that is done in the haunted woods area of Act 2? Everything gets much darker, no matter what time of day it is. I don't think it's a weather effect (checking the relevant sectors), so it's probably done some other way. Any ideas? The Last Watch graveyard for example gets darker than normal night, even when it's full noon. Would be cool to create some areas where Light Radius would actually be kind of useful.
-
Thanks for the additional details. So I only got slightly lucky . But at least it won't make the all arts version that much harder to find when you add the Dragon Mage to the pool Will probably update the wiki page for this amulet later. EDIT: Are you sure the Dragon Mage bonuses are missing? I tried checking the ring in the blueprint.txt in the current PFP version to get my bearings with how items are defined (got it I think), but I think I see the Dragon Mage bonuses being present for the bonusgroup this amulet has assigned. It has bonusgroup 511 (contains only the bonus to all combat art skills) and bonusgroup 987, which contains 22 possible bonuses. 21 for all the specific character aspects and 1 for the all aspects bonus. The Dragon Mage ones should be numbers 764,765,766. Did you not see them when checking? Would be weird, unless you were looking into a different place than me. This is in the blueprint.txt from PFP 1.2
-
It's like the game "partially" dismisses the NA summons and they get stuck in some weird state. They behave normally, but disappear from the map and no longer teleport to your location when too far/entering a new area. As said, it only happens after you finish a quest where you have multiple NPCs following you. But it can be easily fixed just by quitting and loading so definitely don't waste too much time on it. Had that happen like 4 or 5 times so far I think. Well, purely mechanically speaking. If "IsUsableByHero = 700" from balance.txt succeeds for this amulet, wouldn't it limit the options to just 4 options (3 aspects + all)? If yes, then that would result in a 17.5% chance to get the all arts version. If not, then I truly got really lucky. But I think it does, considering the vastly lower amount of items that I find with bonuses for other classes in general. Well, kinda sucks that I blew my luck on a level 60 Silver version but nice anyway. And if IsUsableByHero does not have any role in this, then it's gonna go even lower (1 in 22) with the Dragon Mage aspects
-
I can't sem to be able to change the weather in the Northland. Isn't it supposed to snow almost all the time there? Playing with the PFP and it didn't snow a single time. Checking the weather.txt, no coordinates for Northland seem to be definied at all. As a test, I tried adding a definition for 61,61 (The monolith in the Snow Village), but it seems to do nothing. Any tips? And just to make sure. The X coordinate starts in the top left corner and goes right and Y coordinate starts in the bottom left corner and goes up. Correct?