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thejynxed

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Everything posted by thejynxed

  1. You don't have to set foot in that maze of a Dryad capital city if you choose not to if you go Shadow path, at least on Inquisitor. Yay.
  2. 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.
  3. I just went out on a limb and figured out how to use the decompiler to edit it myself, also fixed a few of the others like was mentioned earlier with maces being called blades, etc. Now my testing of my edited global.res will have to wait until I play my Seraphim again, doing some runs on my Inquisitor, because in all of the years playing Sacred 2 I never bothered to complete the Shadow Campaign >.> Did my test, is of great success - items are named as they should have been and drop normally so I didn't screw anything up that I know of.
  4. Well, fist weapons themselves have a definition in the code, but it was rendered null during dev for some reason, so I think from what I've seen the workaround was taking them and defining them as a type of Sword (the skins, etc for them are all present in the original game files from what I can tell). I know that in my old physical media edition of Sacred 2, some NPCs didn't quite work properly because in creatureinfo.txt they were defined to use a no longer existent fist weapon as a defined slot, so they just didn't attack but stood around like dopes. As for the gear, yes, it's that one, I still can't believe someone called a helmet piece a chestplate. Still sadface they officially scrapped fist weapons and saddles during Sacred 2 development, both were two things that set apart Sacred from competing ARPG loot schemes.
  5. This is what I get for playing while drunk: The item is actually in the Infinite Revenge set and the helmet is called Chestplate of Fury while the actual chest piece is called Light Battle Plate. Now I am trying to figure out how to screenshot with the UI present, because for some reason it is not present when I take one by using the in-game keybind.
  6. That's a shame, because there is still annoying crap that I know both you and Dimitrius have fixed in your respective EE & Addendum that is not in the CM but I haven't installed either because of the CA changes or in the case of Dimitrius the Blacksmith stuff.
  7. Is this something that can be fixed in a future CM Patch then? I really do not want to mess with compiled game files myself.
  8. Just to note, this is an Easter Egg containing several more Easter Eggs - The cars are the camper used in the Epic Office Quest, Fred Flintstone's car, the DeLorean from Back to the Future, what appears to be the first Mercedes-Benz Formula 1 car after they formally returned to F1 racing (gone since 1957) as other than an engine supplier - they partnered with McLaren on the car after Honda, who they had supplied engines to, withdrew from F1, Rob Zombie's Dragula, what appears to be a 1901 Lohner-Porsche, the very first model of car that Prof. Ferdinand Porsche designed and built when he was just 25 years of age - it contained electric front brakes & no transmission, being driven by an electric hub designed by Porsche and still used to this day in various applications such as NASA rovers (A hybrid electric/diesel model of this, named the Mixte, was offered as well as the standard all-electric), a 1970's era hardtop Volkswagen dunebuggy that was and still is a very popular recreational vehicle, and Zed's Chopper from Pulp Fiction.
  9. Yeah, I just use the character editor for that, very useful when making, erm, loot mules (of which I have 10 of already with full stashes ).
  10. Probably, but I won't be testing this because I am a loot addict and I love extra drops My only issue is figuring out how to edit the blueprints file without screwing it up to fix things like the helmet for the Seraphim's Seriash set being called Chestplate of the Seriash (there's some other oddly named items, such as some of the Legendary items having "Blade of" when it's a mace requiring Hafted).
  11. I do believe you can also name a character during creation if you click in the area where it says the character class in the top right corner.
  12. Yes, in Win10 64 at least you will get that message because the OS by default runs userspace applications in a restricted permission mode, this is a good thing, but a PITA at the same time to remember to turn it back off after you're done with things like Visual Studio.
  13. Yes, I have many times had white pizzas with ham, onion, & fresh basil. I actually prefer white to having the sauce, because most places the sauce is either too sweet with added sugar or too acidic with not enough.
  14. You could go for it Androdion, but do try to use Google Translate at the very least ;) As for IsUseableByHero = 1000, I can confirm from several hundred hours of usage with this being set in my balance.txt, you will get class specific and "all class" items over 99% of the time, but there very much remains a small chance for whatever reason that sometimes an item from the class above yours in the character definitions list will spawn, so for instance, if the character class type you're playing is Class 7, you may now and then still get a class set (and unique, etc) drop for Class 6. Now, you might wonder about Class 1. What I've found happens there is Class 1 finds stuff for Class 2 and Class 2 for Class 1. I have no idea what causes this or if it is even possible to fix it, even so it probably is not worth the time nor the effort. As for modularization of the CM Patch, I lean in favor of it only at the time of the full rewrite, and only because stability and bugfixes on the whole should take priority over any non-vanilla (as in, the patch devs or whomever decided to add things in that were not already in the game files) added content or CA re-balancing (and it's arguable even CA re-balances should be in their own module for people who want CAs to remain as close to I&B 2.65.2 release as possible barring actual bug fixes). This will allow for faster fixes overall in the end when bugs are identified if you are patching the main core set of files for the game, and then if anything in the extended modules need to be changed to comply with a bug fix, it can be done in smaller chunks rather than one large "put-out-the-fire" scenario. This would also be better in the long-haul for regression testing of any code changes. One other thing in favor of modularization - there just might be less heated arguments between any patch devs over what changes to include in the CM Patch if the "extra" stuff was extrapolated out into modules where there is more leeway to experiment and rollback if something is tried and found not to be the best idea in the end. Edit: As for another thing addressing class set drops, you already can change the overall drop chances in your balance.txt file to be quite a bit more lenient, set zRareExpectation15 to 1000, and zRareExpectation14 to a number way less than 1000 if you're hard farming class set pieces, and the reverse to farm Uniques. If you put them anywhere close to each other number wise, the setting for 14 will override the setting for 15 and everything below 14, giving far more uniques than what you actually may want if farming class sets. Personally, I run with 15 set to 700, 14 set to 150, and everything from 13 down to 4 set to various numbers above 300 in a gradual scale, with 3 to 0 set to 250. Edit 2: Case in point, Dimitrius has many, many things in his Patch Addendum that would be great to have in the CM (fixing being able to ride mounts into caves and fixing NPC spawn and action delay from transitions are two big ones). But for instance, I don't think changes such as what he did with Blacksmithing, CAs (outside of the bugfixes he did from the devs not assigning certain Aspect Skills to the appropriate thing like Tactics Lore), or Mounts is appropriate for the main CM Patch, they are very subjective and more akin to straight up modding than patching per se. Flix also has great things in his mods, from what I've read, specifically regarding fixing the loot generator so prefix/suffix names and their associated attributes are applied properly to items which should be in the CM Patch but currently are not.
  15. This has been a good read, even though HE is my absolutely least favorite class (next to Dragon Mage) to play. I'd be curious to know if you chose mitigation or reduced chance/duration effects in any of your armor slots, as I know choosing to stack mitigation made a huge difference in the survivability of my Dryad and my Seraphim vs the other two.
  16. Paging through all of the posts on this thread has been wonderful, although I will admit that I am not a fan of 'savory' in my ice creams or similar. The lone exceptions so far have been a really outstanding 70% cacao, macadamia nut, and chili ice cream with flaked coconut, and a Tobasco pepper sauce & vanilla (with bean) ice cream that was paired with a deep fried maple sugar waffle (so basically the waffle portion tasted like it already had Canadian or Vermont syrup in it) and had a ganache coating (this one went very, very well with a pork loin with raspberry habanero compote as the main course). Edit: My brother, who is an executive chef, made those two. He also served them to the current Secretary of Health and Human Services for the United States, who had a dinner conference recently at his establishment (My poor brother was in charge of the entire operation that night, his first event after a promotion, for such a major personality - everything from how the table service would be run to appetizers and working with the sommelier well in advance for wines).
  17. Chattius, you might be interested to know that what you guys make is indeed a type of pizza. It's a variant on what is known as a "white pizza", where you use an alternative base such as sour cream or oil & garlic instead of tomato sauce (because oil & garlic were for a very long time much easier for people to get than tomatoes, which were hilariously considered as being poisonous by people outside of Italy). This type of pizza originated in Greece a very long time ago (the original was basically what is in your picture, and they used Feta/goat cheese) and since has spread everywhere from Turkey and the USA to China. You'll find regional variations on the sour cream based pie in Hungary, Spain, Portugal, and the USA.
  18. I just noticed the helmet is called Chestplate of the Seriash, is there someplace in the .txt files to remedy this?
  19. 1) Not entirely sure I have a favorite per se, but my High Elf and Dragon Mage are my least played characters, while my Temple Guardian, Dryad, Seraphim, and Inquisitor are my most played. 2) As of this reply post, my Steam copy has 999 hrs listed. I've played it before when I still had a physical media drive in my PC, so all told, probably about 3k+ hrs. 3) The variation of loot, even though I get annoyed that Ascaron decided to break away from ARPG tradition for some unknown reason by generating Prefixes and Suffixes on items that bear no relation to the abilities found on said item. Secondly, they provided a good story and when you want a break from the story, you can go hunt down bosses or farm for item drops all you'd like. 4) Dryad or Seraphim, they are the most satisfying to play and easy to learn & master for new ARPG players & veterans alike. For those advanced in ARPG games but new to Sacred, the Inquisitor or Temple Guardian, with the fun factor favoring the Inquistor and the complexity/micromanaging factor favoring the TG. The Shadow Warrior is middle-of-the-pack, the High Elf from my perspective is very unsatisfying in all regards, and the Dragon Mage feels half-finished and slow. 5) Yes.
  20. Well, you could use a third or fourth "character" as a loot/potion/buff mule for the two main players, in that way it might be very helpful. It would also boost the XP in a 4-player game if it was two real players each with a buff/loot bot following them around.
  21. You wouldn't, what you'd do is use any of the various botting/macro programs out there to essentially script the actions of the character in the 2nd game instance running. Most common would be a "follow" script and a script to spawn Q to to loot items and gold. Getting it to follow you using teleporters, etc would be more trouble than it's worth I believe because this is not like at all like WoW with exposed APIs for this purpose.
  22. You're welcome. Something else I found out during this testing and it should probably be stickied as a warning (as it's something I've seen people mess with in various posts): It should be strongly discouraged to change the line SpeedMax = 2500 in balance.txt to anything higher than the 2500 default. I had it set to 3500 (because Blender Seraphim is hilarious) and while yes, you do run and attack wayyyyyyyyyy faster, it can and does interfere with animations (including texture loading/unloading) and NPC movement scripting in a very negative fashion. The NPC issue is most noticeable in town areas with a high concentration of NPCs scripted to spawn on area load and then disburse according to their pathing programming. What happens is, when this number is set beyond 2500, this can and will fail to happen when you are loading a saved game at any tower that has NPC spawn points packed around it, such as every town in the swamps, so the NPCs (AND you) will be stuck in place. You can still cast spells, etc, but you can't move at all from where you spawn, and they can't either because the scripts fail to process properly, and the game engine chokes waiting for a script to execute that isn't executing. Exiting the game and setting the number back to 2500, then reloading fixes the issue instantly. Out in the wilderness of the game world itself (provided you have your max zoom modified to zoom way out), you can see it happen to NPCs that spawn in groups - they remain frozen in place even after you run up to them, allowing you to blast them into despawning particle loot pinatas.
  23. Well, you see it quite a bit in caves too, enemies spawn on top of the cavern walls or even up in the "black" border area and then run in to attack when you pass (mostly, sometimes they are stuck where they spawn). Pillar of Light and similar spells can take them out still. Warning: Assaulting Somersault will get you stuck in the wall sometimes if you try getting them that way. As for NPC logic weirdness: The red dragon in the desert area will sometimes (very rarely) fly away off of the screen, never to return if you are killing it too fast. Over the course of many fights I have come to believe it is scripted to fly to the edge of the hotsprings area (the entrance path) at a certain percentage of health lost, where it turns and fights you. This does not always happen as I think it'supposed to, and if you have tweaked your zoom settings to go way out like I did, it's sort of funny to watch it fly away over the mountains and despawn (I have killed this particular dragon using Soul Hammer in less than five seconds and if I don't get it dead before it is supposed to land is when I see it just keep on flying).
  24. It's doable. Try using: http://www.freelan.org/ or any other similar software that allows you to to essentially create a private VPN. Also, both machines need to be on the same subnet in your router settings, that's something that always throws people off, because very often routers will assign different computers on your network to a different subnet by default.
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