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thejynxed

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Posts posted by thejynxed

  1. Probably, and Demon sucks to play anyhow, it's the jankiest of jank classes. I tend to stick to Gladiator, Wood Elf, and Battlemage, although I do have a nice Dark Elf built up too because poison trapping all of the things is hilarious.

  2. 40 minutes ago, Flix said:

    Yeah, there weren't THAT many unique jewelry pieces added in CM Patch, just those set items from the mini-sets (about 12 amulets and 15 rings).  There's just already like 100 vanilla unique rings and 100 amulets right from the start.

    I'll double check Amulet of the Sereish on the off-chance it's missing from some drop lists - as many tier 14 and 15 jewelry pieces were until CM 1.60.

    EDIT: Nah, it looks fine.  It's not even tier 14, just plain ol' tier 13 unique.  Since the weargroup is listed as Seraphim Only though, the chances of it dropping for any character other than a Seraphim are extremely low.

    Yeah, which my other modified bit comes in handy, setting drops for characters to 1000 (but there still remains a tiny chance of some dropping for other classes for whatever reason).

  3. On 4/20/2019 at 9:06 PM, Hooyaah said:

    My High Elf is up to level 22 now and there is definitely a huge improvement. I even had Artamark's Star drop which is extremely rare with all the added fan-based jewelry having been thrown into the mix before this mod. I will keep plugging along an provide additional feedback.

    I have like 30 of those things ranging in a variety of levels and difficulty tiers as the source. Amulet of the Seriash on the other hand, is my most coveted jewelry piece for my Seraphim toons and finding those is like a needle in a haystack. I am sure though if I tweaked up the overall drop rates for tier 14 in my balance.txt (I have it set really low currently in favor of tier 15 drops) I'd probably find more than I do.

  4. No, you do not want to do this, as Windows Defender will have a fit, and I don't think anyone playing on Linux via WINE would have a good time either. The operating systems will flag this kind of injection as a malicious software attempt to hijack the network. To do this properly, the best way would be to invoke system APIs to make network calls. This might necessitate finding which code calls Tincat, and writing in a NOP and then passing the functionality over to the proper syscall.

  5. On 2/13/2019 at 3:23 PM, deusmurr said:

    I figured I'd mention it here in a new post, because it may help some people: I started with a fresh install and both the Shelob quest and the Haenir quest on Christmas Isle fixed themselves and are now complete.  Appears something was interfering with scripts or somesuch and keeping the bosses from spawning (though it hadn't been a problem before those two quests).  The quests themselves work just fine (though spawning that Fury Broodmother had downsides too, stupid thing knocked off over half my life on the first shot).

     

    Also, with the "could I have programmed it better" question, the answer is almost always yes.  The real question is "could I have programmed it better in the time allowed with the team I was given?"  That's usually a no.  Game scripting and coding that I've seen is fairly simple at heart, but when you throw an entire game into the mix and all the interactions that need to happen, you end up with more than heart, you get the entire cardiovascular system and that's a BIG mess to deal with.

    Yes, but in the case of Ascaron and their dev partner for both the first and second Sacred titles (we will not discuss Sacred 3), you can absolutely tell that certain code teams were simply better at their part of the work than others were, and that they needed program managers with more of an iron fist and better communication skills to keep them in line than what happened. Simple things like not assigning appropriate names to gear pieces (See: Helmet of Fury being named Chestplate of Fury) should never have made it to release, yet here we are.

  6. 4 minutes ago, Flix said:

    I've also noticed some generic longswords making lightsaber sounds when picked up or moved around the inventory.  I've also heard some breastplates making potion sounds in the same situations.  I never noticed this before CM 1.60.

    Some throwing potions also will make the lightsaber sound if you pick them up and move them around in your inventory. Some staffs also do it, with certain others using the same sound as energy guns.

  7. On 4/20/2019 at 12:30 PM, Mare said:

    There is another way to get very good items: the set cavern.

    The name comes from the easiness to find set items there. It's located just a bit East of Khorad Nur.

    It's circular, co you can always go ahead, and it's full of bosses.

    The best way to get set items, exept Anducar and hacks.

     

    :ninja:

    Second best way from my experience. Best way is to play the game on the highest difficulty, immediately run to the Orc area (or if you're confident enough, sneak up to the Zhurag-Nur area through the one side cavern and farm priestess groups & Shaddar'Rim) and farm the crap out of the Orc champs. I will usually pull 5-6 groups at once and use Area of Effect to smash them all into giant piles of loot that stretch off of my screen. This tactic is best used with Dwarf or Gladiator (howitzer and your leap attack). I spent less than two hours and had three-four full sets including jewelry.

    Where you do NOT want to do this unless you are highly experienced with your character and well-geared: Tyr Lysia in the high-elf/dark elf area. Unless you're prepared, their Radiant Pillar spam will have you respawning before you know what hit you, and you also risk running into not one but three dragons if you follow certain paths, with two dragons appearing right next to each other along with roaming groups of elves. I solo these on all of my characters because I have played Sacred for 14 years now (yes, it's been that long) and there are nothing these NPCs can do that I am unprepared for ;)

    • Like! 1
  8. On 4/21/2019 at 2:27 AM, Augmint said:

    Good thing I didn't use greed much then!

    Yeah, I originally read about the bug aeons ago after Sacred: Gold was released and it was never remedied. It's hit or miss as to if the bonus to find is actually applied, and on top of it the debuff will stack until you restart the game, so it's actually a detriment to use. Where I think the bug is triggered is if you have other buffs running (which is all of the time), then something in the code attempts to overwrite one of them with Greed and fails to do so properly (many buffs in Sacred seem to be mutually exclusive code-wise even if this is not clarified in tooltips).

    • Like! 1
  9. 19 hours ago, dimitrius154 said:

    Since I'm reworking the "_zw" animations for the restored "Fist Weapons" skill anyway, this issue will be fixed. Seems like one of the dual-wield unmounted Seraphim animations is broken as well. The right hand weapon gets disconnected and floats away.

    Hmm, they DID have a testing crew at Ascaron, didn't they?  

    That's something I have not noticed, what I have noticed however, is that lightsabers absolutely will eventually lose their blade textures and animation and regress to using the same sounds as Ancrid's Blade and Smoking Demon if you play a very long play session, say 6+ hrs. It fixes itself if you swap weaponsets a few times.

    Possibly related: Sometimes during long play sessions characters can and will cease to perform either manual attacks or non-spell CAs, solving this requires a restart because this is absolutely a sign that something has gone wrong in memory allocation and you're heading for a CTD. Temporarily you can remedy it by again, swapping between weaponsets a few times (5 or 6 times), and if it happens you should get out of any combat you're in ASAP, save and restart.

  10. 3 hours ago, Thorin Oakshield said:

    I'm using Warding Energy shield right now and plan to combine it with Divine Protection as soon as I got that one with a regen that isn't 4 times the duration. Meaning it'll be a while before doing so.

    Currently using the two Sereish blades as main weapon; which is ideal for fighting (most) bosses as they got an +X%LL modifier, while also boosting Flaring Nova, which is one of my main CA's when combined with Pelting Strikes.

     

    Another thing I noticed is that you're technically able to run the entire map using only two kind of alternative damage types: fire and ice (makes me wonder if I should rename my seraphim into Denaerys.......). For some reason all monsters lack a resistance to either one of  these, while Magic and Poison are quite common as resistances.

     

    Thorin :)

    Want to see something funny? Go fight NPCs that use poison attacks using a weapon with the poison fang insert, either resistances for the entire lot of them weren't applied properly and they are bugged, or having the very easy to get poison chance + poison damage bonus combo is OP, but I've had them instagib and simply explode into bloody piles before Pelting Strikes was even finished with it's animation. But yes, Fire + Ice is my go-to combo with a spare set of identically blacksmithed swords in Poison + Magic. My sword sets are Sneaking Demon/Sanguine Runeblade x2, a pair of Ancrid's Blades, Twinkle and Icingdeath, and then a pair of the lightsaber's that I swap in and out (Usually Disturbance in the Force and either Power of NIF or The Darkside).

  11. On 4/18/2019 at 9:20 PM, Flix said:

     

    I can reproduce this.  It happens when using Soul Hammer with 2h swords while mounted on the Tiger.  Either an animation is missing, or the definition is wrong, or both.  Will see about fixing it.

    That looks like a death animation is being applied instead of the mounted attack animation.

  12. On my L162 Seraphim: Sitting at +795.3% Shield Energy (has another +71.3% listed below in the sigma, not sure why it gets listed twice with different values), well over 100 in Warding Energy Lore due to the various +skills modifiers in my gear, several things like Testa's Band in slots (plus a very nice yellow amulet that gave me a shield recharge bonus and additional % warding energy), over 70 runes eaten for Warding Energy, and with very highly stacked Wisdom + Vitality + Constitution, I am sitting at 67k health & 869k shield.

    I ignore putting any stat points into things like Str and Int entirely and rely on a very low cooldown Pelting Strikes for the vast majority of my damage output. Currently dual-wielding a Sneaking Demon and Sanguine Runeblade (and that 6.7s per hit regen from the Sanguine Runeblade combined with Pelting Strikes is sooooooooo good).  All of my stat points go into Wis, Dex (all of the stuff like Ancrid's Blade or the two swords I currently use all rely on Dex vs Str), Vit, any leftovers into Stamina.

    Mind you, stuff can still bypass shields entirely and directly damage your health, but with this character, as a test, I have gone AFK for 10 minutes at the desert dragon boss and it never dropped my health or shields below 90%. I repeated this test six more times on a ten minute timer at the same boss and it's always at 90% remaining or above when I come back.
     

    Methinks I need a mod to make Niobium three times the difficulty ;)

    • Like! 1
  13. Unfortunately the resolution is hardcoded at 1024x768 @ 60hz max, so anything you might find to increase the resolution is actually just creating a larger game window for Windowed Mode (the default windowed mode doesn't work properly on LCD monitors, it creates a tiny window in the center of your screen and you can't expand it without some trickery) then stretching everything out to fill the window, meaning it's not going to look good regardless since there is no high resolution texture pack available, on top of this it sometimes causes major bugs in the game. I just play it in non-windowed mode on my 22inch monitor and deal with...the ugly.

    Note: Sacred 1 also does not like it if you have more than one monitor active at a time, nor does it like it if you have a multi-core CPU. To avoid crashes/the game locking up entirely, you really should temporarily disable (not just turn off) any extra monitors while playing, and use something like Process Explorer to assign Sacred.exe to a single core. In a Q&A back in the dinosaur era, one of the lead devs said they had considered patching the game during Underworld to be more compatible with multi-core CPUs and higher resolutions, but decided not to because they didn't have access to such equipment themselves to do any testing, as Sacred was developed on bog-standard single-core Intel Dell computers and both multi-core CPUs and high resolution/size monitors were both new to the market at that time and very expensive (the monitor in question was a CRT by Silicon Graphics, the screen itself was a Sony Trinitron and it was 2304 x 1440 @ 120hz with a 16:10 aspect ratio & 1 VGA output - price then: $2,400 USD used, around $4,600 new).

  14. Another tip - you can easily farm the undead dragon boss south of the orc city in the desert, and the orcs themselves seem to drop better gear overall than most places in the game. Just be careful of the goblin shamans on the way there that can root you and also the roaming undead groups, their leader is usually a champion undead skeleton mage and they can be deadly to under-geared players. The dragon itself is easy IF you avoid the poison clouds it leaves on the ground, so basically you want to kite the dragon around a bit so you aren't eating a huge DoT on top of it's breath weapon. It helps if you do the main quest up to getting the one NPC as your "partner in crime", whom you can slap a sword & shield or a bow onto and he'll help you kill things, and heal potions work on him too ;)

    • Like! 1
  15. 7 hours ago, Androdion said:

    Well, I can't argue with your reasoning there. The game does lets us overcome most (if not all) of the issues it throws at us.

    The worst part though is if you get too confident at the later part of the Blood Forest, those nasty LL eyes can bring you a lot of pain. Remember, LL can't be resisted in Sacred 2. Other than that, yeah, fair game.

    Yeah, LL from some of the Tree Spirit things too, think it's the champs and the one boss that does it. How to counter LL: You also do LL (which some players don't in favor of other things depending on their build choices). For instance, my Seraphim has both LL% and +LL rolling on her weapons with Magic Pearl inserts. Combined with a very nice healthpool due to Constitution & Vitality, the LL from NPCs won't be entirely nullified, but very manageable. She's also a Blacksmith, so it helps greatly to be able to stack certain amulets in my silver slots and rings in my bronze slots in order to put LL amulets in all slots that I can, combined with a Jotun's Maw in the gold slot to increase damage and Health Regen. This is also doable on Shadow Warrior, but much more difficult on say Dryad or Temple Guardian where stacking for LL is not as optimal compared to in the case of Dryad, stacking for Poison Damage/Chance or Armor/Resists for TG. Inquisitor is an edge case. If you're leaning towards one of the caster aspect trees, no, Gruesome Inquisition, yes.

  16. 4 hours ago, Androdion said:

    Yeah, but in order to have 100% chance to halve regen time you need to have a considerable level and be at a higher difficulty. So until then you do need to ration those runes you're eating, otherwise you'll get in trouble. Even more if you get hit by enemies with magical damage which makes your stats temporarily decrease (weaken effect), and as such a manageable regen time suddenly just isn't anymore.

    Yeah, the toons I have this on are all above L150 and in Niob, but even on lower difficulties I found certain abilities you can get away with it, usually physical combat arts, but even many of the magical combat arts. It can be mitigated in large part by stacking attack speed, casting speed, intelligence, regen per hit, and stamina, so even if you get hit with a Weaken there is little to no effect whatsoever. It's one of those things where if you are aware of where the limits should be, then you should also be able to figure out how to overcome those limits by essentially nullifying them. In Sacred 2, they seem to have decided to be much more lenient in allowing players to bypass such things if they choose the right items to slot in the right gear pieces, especially in comparison to the first game with Underworld installed. I think I saw that you never got a chance to play it, but man in Underworld there is an NPC type that had a beam attack that would set all of your CAs on cooldown, and drain your charge, and it would also debuff you so that Concentration pots didn't work for a short period. Basically you either ran if you were a squishy, or you had to facetank them and use regular auto attacks to defeat them if they zapped you. They also came in fairly large groups and another subtype of that NPC also had a shield removal debuff, which made them especially deadly to the Battlemage. Sooooo many people lost HC characters up in there :)

  17. I've only ever completed the expansion a single time because it's such a freaking mess after they "streamlined" all of the quests in both that and the main game, which introduced a stupid amount of bugs that were never fixed >.<

    That is not to say that I haven't tried it, but there are bugs in at least three points of the main quest through the expac that if you run into them, your run is over because the main quest won't proceed.

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