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Watchmaker

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Posts posted by Watchmaker

  1. 37 minutes ago, dimitrius154 said:

    Yes, the incentive to complete all quests is present.

    I figured it out ;)

     Spawn_OffsetLow = {0,0,40,70,110},                          min level of enemies
      Spawn_OffsetHigh = {0,100,150,200,200},                 max level
      Spawn_FactorPM = {1000,1100,1175,1250,1350},    I think it's spawn density or something

    Now I will be able to play bronze and silver like Niob difficulty (after tweaking few other things)

    This game is amazing in it's modding potential :) 

    • Like! 1
  2. 14 hours ago, dimitrius154 said:

    Thanks to the text tools I now posssess, I don't have to) 

    Attributes:  49 + 2*37 + 3*4 + 6 = 141 . That's both Light And Shadow, so rougly 70 per dificulty per alignment.
    Skills: 66 + 2*29 + 3*5 + 6 = 145.  That's both Light And Shadow, so rougly 72 per dificulty per alignment.

    Also, 9 Attribute Points and 9 Skill Points per Pandemonium quest completion. The quest is repeatable, but given the time it takes to kill all the 137 bosses and minibosses, I doubt there'll be any demigod characters in the foreseeable future. 

    If I understand correctly completing bronze difficulty by doing all quests (not including pandemonium boss quest) would give me roughly +70 points for attributes and +70 points for skills... thats pretty huge bonus... around + 350 + 350 at the end of a journey on Niob... It is equivalent of 5 extra skill masteries... Wow.

    Reason I am asking this is because I didn't do any quests on bronze and silver and those points will hunt me in my mind... eh maybe its time for little Cheat Engine magic....

    ... nope... doesn't work... I guess it will be my little end game stuff to change difficulty settings so they would be much harder and get those point legit way. I know how to modify level access in balance.txt to be able to enter bronze with high level and how to change many enemy difficulty stats scaling in this file.. I just don't know what to do to make enemies level higher so they wouldn't be white circle.

  3. There is optional component in Flix's Enhanced Edition mod called super spawns. I am sure You are familiar with the concept. Is it possible that there will be something similar for Addendum? I tried His spawn file for a while and it didn't spawned any Pandemonium enemies but damn was there many kobolds to crush ;) It would be fantastic addition to Addendum I think.

    Also I wanted to ask if You remember by chance just how many skills and attribute points from quests are added per difficulty?

  4. Hmmm little help anyone? I need to bypass or deactivate effect of taking gold mod for scorching wave. It's called Fright and makes enemies flee. Problem is it is destroying exping time on High Elf and without taking it I cant go back to take second bronze and silver mods.

    I found this combat art in spells.txt there is entry for fear

    entry10 = {"et_chance_fear", 600, 2, 5, 5 },

    Do I only need to change 600 to 0? Or all to 0?

    • Like! 1
  5. Hello;) As stated in the topic there are 13 skill slots in Addendum and I would like to ask for Your opinions about best selection for this class. 

    It is a fire build btw and in Addendum You can have all 6 mods for each Combat Art.

    1 Arrant Pyromancer Lore

    2 Arrant Pyromancer Focus

    3 Delphic Arcania Lore

    4 Delphic Arcania Focus

    5 Concentration

    6 Spellcraft Lore

    7 Combat Discipline

    8 Armor

    9 Constitution                       

    10 Toughness

    11 Combat Reflexes

    12 Spellwarding

    13 Damnification Lore

    I think those skills cover it all. There is ton of damage, status effects, DOT, regen, hp, hp regen, reflect damage, more crit for you less for foes, armor, resistances, evasion... You name it...

    But there is no weapon or shield skills and most important no Bargaining and Blacksmith. I wish there was 1 more slot at least for Bargaining ;(

     

    • Like! 1
  6. 57 minutes ago, dimitrius154 said:

    I think, I know the reason. It's the server-client mechanics done bad. Once you complete the attribute\skill point-rewarding quest, you don't see the reward immediately. You have to save\reload and then check whether you have those points.

    I just checked and it turns out you were right ;) But what now? How to prevent it? I don't want to constantly check quest rewards when turning in. There is just plain to much quests active at the same time to micromanage that. But kudos to You for figuring it out nonetheless :)

  7. 2 hours ago, dimitrius154 said:

    Hmm, shouldn't happen. Is it a a fresh char, or a legacy one?

    It's all fresh installation on a system that newer saw this game and new character. Currently level 13 saw and done quite a few quest with skill/attribute rewards and newer get any. Most of the time I had some attribute points to spend but just now I tried doing some quest when I spent everything before completing the quest and result is the same. No bonuses for me ;(

     

    Edit: I noticed that rings and amulets are often empty without any bonuses. Maybe my installation got wrecked by antivirus or something. I will try to reinstall using GME.

    • Thanks! 1
  8. Hello everybody ;) Long time no see... Quick question. I see some updates were made. Installation instructions still say "on top of stock CM 1.60" but few pages back someone asked about installation and get answered that stock CM is not needed. Could someone clarify do I still need to install Base Game (from GOG) + CM 1.60 + Addendum?. And at what point should I install texture pack? On stock game or after patch or after Addendum? As always fantastic work and Many Thanks to Creator and all People Involved in keeping this Fantastic Work Of Art Game alive.

    Edit: Is 20 skill mod from extra folder up to date and safe to use?

  9. First about installation. I just need to throw it all to the Sacred 2 directory first main part and then hotfix. Then if I want to use extra features I just need to take files from Extra folder and put them in Sacred 2 directory yes? 

    Second question is about additional skills and CA number from extra mod part. Does it affect all characters or only Shadow Warrior and Inquisitor? 

    Third. Can I install only additional skills and CA number part of extra mod without Shadow Warrior and Inquisitor reworking? If yes then which files I need to copy? 

    Fourth. How can I modify some files (probably balance.txt) to get two times more skill points per level. I want to do some uber lazy chilled out overpowered characters for fun in single player.

  10. That cleared my mind. I am not native English user so some more technical explanations can be confusing for me. I seems I missed wiki pros and cons part

    "The flat fire damage portion of Blazing Tempest can trigger the Burning secondary effect, which will cause extra fire DoT on top of the built-in DoT."

    If I understand correctly only one instance of burning can be present on enemy but DOT from Blazing Tempest should stack with itself?

     

  11. Hello below is my build of pyro elf along with few questions for community. I would like to hear Your opinion on different aspects of this build. I last played this game amost 10 years ago... even write basic guide for HE back then when game was really messy... I am no tester/ theory crafter my knowledge is very basic I just gathered info from few guides together. 

    Expert Touch Enabled

    Attributes:

    I don't really know. I was thinking like first 20 - Vitality rest equally in Intelligence and Spell Intensity? 

     

    Skills (random order for now)

     

    Arrant Pyromancer Lore

    Arrant Pyromancer Focus

    Ancient Magic

    Concentration

    Constitution

    Shield Lore

    Spell Resistance

    Combat Discipline

    Armor Lore

    Delphic Arcania Focus Or Lore? Or both of them? If both of them then I would have to throw away Combat Discipline I think? It is all about Grand Invigoration HP regen bonus vs higher level of Grand Invigoration... I don't know too much about difference in Grand invigoration usage between investing in one or the other. I know Focus gives mor GI levels without penalty while Lore massively increase hp regen bonus. 

     

    Combat Arts

     

    Incandescent skin

    Inferno or burning arrows? (I don't know why some people take inferno instead of arrows burning. The only reason I can think of is that it stacks witch Blazing Tempest DOT or is really good when it proc on Incendiary Shower. By the way if Incendiary Shower proc Inferno burning it will do damage of one meteor over 5-6 seconds or total damage listed in description of Incendiary Shower?)

    Revenge

    Fiery ador? (For increasing meteor fire damage component) Or Expertise (faster regen for meteors will give more dps?)

     

    Blazing Tempest

    Scorch

    Conflagration (does it stack with inferno? If yes does it stack for one increased damage per second or two separate damage tics?)

    Ambition

     

    Incendiary Shower

    Magma Rain (I am focusing on fire part of damage to boost it as high as possible for bigger effects of other fire bonuses)

    Continuity (equals more fire damage instead of just increasing physical by smoking rock)

    Devastation (becouse I don't need intensity on bosses)

     

    Fire Demon

    Puissance/Power (becouse he isn't targeted to often)

    Ward/Guard

    Modesty

     

    Grand Invigoration

    Arrant Pyromancer Expertise

    Life Energy

    Resilience

     

    Expulse Magic

    Strength

    Pentagram

    Protection

  12. Hello I came back to Sacred 2 after 10 years an I am currently at theory crafting for my High elf pyro build. I wanted to ask how does Incandescent skin mod Inferno works? Does it stacks with itself? Does Blazing tempest stack with itself? And do they both stack together? I don't know if it is better then burning projectiles if you can set enemy ablaze by Blazing tempest instead. 

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