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Lindor

DarkMatters Sacred Specialist Modder
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Lindor last won the day on September 8

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    Programming, Video Games, Mathematics, German Politics and Cooking

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  • Favorite pizza topping
    Onions, Garlic, Jalapeños, Rucola, Tomatoes, Mozzarella and Gouda with lots of Basilicum and Oregano
  • Why do you want to join DarkMatters?
    modding Sacred 2 is my passion
  • All time best video game ever played
    AoM:TT
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    Germany

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  1. These requirements are fulfilled yet it still isn't working
  2. I have restored the spider looks and @Dax has done some magic and successfully composed really cool spider sounds - esp. the new mount/dismount sounds are hair-raising! BTW the icy aura you're seeing is the new Buff for the Netherworld Aspect - Wish there were more FX which work with We're getting closer and closer to a release. Stuff left on my To-Do-List: Recolorize Inquisitor Scourge Set to the new Blue-Green Color Lower the volume of the inquisitor's lightning shield SFX Re-Enable the 2d-Effect-Shader for the Deylen Set Find usecase for FX_DEATH_EOD_SERVANT1 on inquisitor Finish Temple Guardian Spells Finish the Dryad Voodoo Spells Finetune the High Elf Spell Tokens Find out why the small icon of the new buff that replaces DM's gust of wind isn't displaying (@Flix maybe you have some advice?) Filter all itemtypes - remove Community Items Mod Create some new Items, can re-use some itemtypes from the Community Items Mod here recreate elemental rings / amulets alternate relic boni Replace the old HE ice magic set with something that has a little bit more fabric - or metal, I guess. Maybe use Nine Hells Set or so. With some Exceptions, move all items with fixed boni into the automated Bonusgroup Generation Files fix rarity for items: apply the itemtype distribution here Compose new quest.txt rewards If the Character Quests give some really good Weapon, everybody will be using this which would kill the diversity. This is already happening with the relics from the elemental bosses. I don't really have a good solution to this problem yet. Maybe some legendary jewelry? Because one can equip more than one? But how do I prevent then that people just farm this forever? Same issue for other quests like that, like e.g. the Epic Office Quest. Compose new drop.txt Give the DM the Dragon Mount, HE Elite Mounts will be the silver mount, the hippocampus etc. remove the old mounts from the special mount ogre trader so that there's no more confusion make runes buyable Give the Inquisitor Guards their new Star-Wars Red Guard Look format questscripts.txt format quest.txt edit hero starting stats make Temple Guardian can no longer yield any weapons but energy pistols Finish the integration of the Giant Punpkin Flix Boss Enemy Mod into Lindor's Mod Find out why the boss isn't responding to the Behaviour.txt changes (Ben maybe you can give some advice again?) If Dmitriy returns, ask him if I can integrate the Dmitriy Boss Create a Gogo Boss, probably some sort of Sun shooting Beams or so It's still a pretty long List, but it's already way shorter than it was last year. I don't know what of my list will make it to the alpha version, I'd like to finish at least all the spell related stuff but I mean you have waited so long at this point that I guess I can finish developing everything on the list before a release, it probably doesn't matter at this point if it's a couple months more or less.
  3. Note to self: These are all the spellclasses that work as buff and work with token "et_range_area": cSpellTwSchockpulse cSpellBossCmKaelteAura cSpellDmSchutzrunen cSpellTwTkampfschild cSpellInqSeelenfaenger cSpellGrpBoostDmg cSpellTwKampfaura cSpellSeKampfhaltung cSpellSkUmlenkung cSpellHeFeuerhaut cSpellGenericSelfBoostPulsed cSpellSeLichtaura cSpellHeKristallhaut And cSpellSeLichtaura doesn't work with any tokens that provide armor EDIT: annoyingly cSpellSeLichtaura is the only of those spellclasses where "et_range_area" is being used in an entry where the fourth flag is not 0. For all the other spellclasses, et_range_area might not work as expected, providing a higher hit range. cSpellBossCmKaelteAura is one of those cases where having a larger et_range_area does change nothing. I hate it. Everytime I have an idea, the game comes laying stones in the way.
  4. I've looked it up. At spell lvl 1 they deal 5% LL. At spell lvl 100, which is reasonable to assume for lategame, they deal 25% LL. At spell lvl 200 they deal 45% LL. I truly believe now that the spell is just broken levels of OP. Instead of trying to get the character to survive that, I'm gonna nerf the spell to deal a fixed amount of 2.5% LL independently from spell lvl. I really didn't want to nerf the enemies in my mod, I wanted the characters to become gods instead, but here we are. Because the only defense I see against this is giving each character 100% spell reflection chance in lategame. And I'm not gonna do that. Oh and btw: At lvl 100 they'd deal ((1500*100+750)/10)*(1+0.03)=15527.25 points of damage. To comparison, the 'hard hit' spell of the power inquisitor, the force push, deals 3570 points of damage at lvl 100. It's like getting hit by four and a half of the inquisitor's hard hit spell simultaneously. And, since it's dealing splash damage, you're having a hard time avoiding it. Yeah. And there are more spells like this in spells.txt. sakkara_bomb, boss_krake_flutwelle, boss_golem_steinwurf, boss_golem_erdbeben, boss_krake_tinte, all these have ridiculous scaling.
  5. Man. The trollrock. Constantly getting hit by Crystal spells with, what is it, 5% percent damage? The dragon breath. Bloodclaw. All those things are truly impossible to survive. I gave my Inquisitor all defensive skills at lvl 75 and tens of thousands of armor from the buff, he can't even survive a single hit. It's absolutely devastating. Dodge or die. This is not fun. You're supposed to feel superman at endgame. And you do - against certain enemies. Against others however you're but a fruit fly. This game is so impossible to balance. I think maybe instead of trying to find a good buff, it would be easier to nerf some enemies. But then the challenge is gone. You're supposed to feel like superman, yes - but only after a couple hundred hours of playing the game. Before that it should be hard. A long but not too long way to endgame. Don't know if I can ever achieve that kind of balance.
  6. Yeah. He's a Sith-Anducar-Hybrid. He's getting the Lightning Shield we've been talking about. But that's for his Force Aspect. The Philosophy of my mod is that every playstyle you want to play should be viable. And in order to survive you absolutely do need a protective buff in this game. So, if you do not want to force the spell damage based Inquisitor to go Hybrid, then each of his Aspects needs its own distinct protective buff. It's different for some other character classes where some Aspects are just strictly support like the HE Elven Magic, but for the Inquisitor, he needs three protective buffs. Hmm. The bonus is BONUS_SHIELDBLOCK. It's worth a try, but it sounds pretty difficult to test. I think I know how but it will probably be a little bit time intensive, designing and spawning an enemy who always does the same, predictable amount of damage to the character, making sure the character can survive it indefinitely and then iterate through all the different spellclasses and check the damage the enemy is dealing. And this then needs to be done for both spell and weapon damage.
  7. Okay here is my experienced based, not backed up with numbers, opinion about this: Unfortunately Armor becomes pretty useless in my experience. It makes a huge difference if you have 0 or 100 armor, but it makes little to no difference if you have 100 or 1000 armor. If you want to survive some severely hard hitting attacks, then armor is not of much use. It's still the best option I see, other than just increasing your life pool. Also the most dangerous things are stuff like the crystal area crystal's spells and dragon spells. And I don't like that even with spell resistance I'm having a super hard time surviving those. The game lacks some good balanced defense mechanic. It has OP mitigation and it has armor which falls off very quickly. It doesn't have things like flat mitigation e.g. (except for energy shields). Because of that, everybody is reliable on mitigation lategame no matter what. You're not even skilling the energy shield on TG for the shield, you're getting it for the mitigation. Just think about how bad this is. Also Energy shields always have the issue of not regenerating. The Temple Guardian has the possibility to make it regen in combat, yes, but the game always takes a couple of seconds to switch between in-combat and out-of-combat, and during this time you're not getting any regeneration. This happens so frequently ingame, that shield regen is basically useless, even if you had like a million per second. Funny idea. But no way to have an enegy shield without having the blue energy shield bar being displayed next to your health bar.
  8. I have decided to upload all my shaders to GitHub so that the work isn't lost in case something happens to my hardware. You won't be able to access it for now. Maybe this will change when my mod is released. Here's the Link: Link Maybe in the future. I'm not sure wether I want to keep this pack as is. Right now IIRC there are three options to choose from so you can have some fun to compare. I have set up my new shader for complex lighting so that everyone can choose from dozens of options using preprocessor commands. So if you want to play around and compare, you can do so by just changing some keywords in the script. However it does require being able to script simple preprocessor commands. You have like so many options. It would be kinda a lot to include a screenshot for every option existing. For the same reason I'm not sure how to resolve this for people who want to play around without scripting. It would be kinda a lot to include one folder for every single option, especially since it's kinda ridiculous as it would be just a single word or two changed between the files. The initial state of the scripts is the same state it will be in my mod: Diffuse: Oren-Nayar Specular: Torrance-Sparrow Ambient: Lambertian No glowing specular Soft Fresnel No Vertex Lighting
  9. I have playtested the new Dragon Mage a little bit, namely the new summoning aspect, Commander of the Dragon Forces. He's certainly a lot of fun to play and apart from one thing I find him very well balanced. The main DPS is coming from the stonecreatures, but they have trouble to hit. But when you're fighting bosses, the protectors root them so the stonecreatures are more likely to hit. This synergy makes them better against boss enemies. At low levels it's still trouble fighting them, but at higher levels they melt bosses in a reasonable amount of time. But the playstyle is certainly not for everyone, you don't really do anything, your creatures do all the work. Your main work is strategizing which creatures to summon as you can have only three of them buffs, but you have four from the aspect and two more optional from the dragon magic aspect. It's more of a strategic than of an action based playstyle. And the best thing is, you have enough skill slots to take every defensive skill and still do very good damage. The one thing however which I find problematic is the destroyer damage is too high. But you kinda need it in lower levels when your permanently summoned creatures are dying to the boss enemies. And it's also the only thing you can actively do during combat. It's fun, sure, to blow everything up, but you only need two summons to kill the griffin. That combined with your summoned creatures makes you pretty strong. Also some thoughts to the underworld inquisitor. While it's better to play with the skeleton root ability as he finally has an attack against multiple enemies now, I still don't like to play him. The summoned ghosts constantly get in your way, but his spells are all short ranged. Still needs forever to get through large groups of enemies. And he isn't even the same amount of better against boss enemies as he is worse against groups. His buff, while looking cool, is pretty bad. He dies very quickly against ranged fighters and spells. I know it's a bit of a controversy, some find the inquisitor buffs like the best buffs in the game, some don't and I belong to the second group. The protective reflection buff, while being great if it reflects, is completely useless against hard-hitting attacks. If one gets through, you die. You need something that works consistently not chance based. The soul stealing buff isn't really that protective in the first place, and it doesn't work at all against boss enemies. And the pain buff is kinda lame, the thing where you get damage for being low health is ueless as being low health is not something you want, especially in later game, and the mods of the buff just give straight damage or damage reduction without any explanation. It's not something I like. What he really needs is consistent protective but non OP buffs for each aspect and a second Area of Effect spell for Underworld. But there is no space in underworld aspect for that final requirement without sacrificing some other spell. If I had to sacrifice one, it would probably be the ghost creating spell. But the visuals are so good. Maybe I can make this spell Area of Effect, succin the life out of multiple enemies, but not making them ghosts afterwards by changing the spellclass. Or maybe combine it with the buff. Like the life stealing buff Flix created for the dark angel in D2F. I'm struggling a little bit with spell creation lately. I want every playstyle to have access to at least one protective buff, but I don't want to just give everyone a shield spell. I want something creative. For the inquisitor, he will probably get a lightning shield for his second aspect, The life succin buff for his third aspect but I don't have a good idea yet for his first aspect.
  10. With my current download speed, it would take me around six hours to download it again
  11. On the one hand - Good idea. On the other hand - I'd miss the SFX on the temple guardian. I'd need to find some other spell FX for him then. Note to self: pak/soundhq/fx/spells/tg/tg_tshock pak/soundhq/fx/spells/tg/tg_tshock/fx_tg_tshock_cast_51.ogg pak/soundhq/fx/spells/tg/tg_tshock/fx_tg_tshock_cast_l.ogg pak/soundhq/fx/spells/tg/tg_tshock/fx_tg_tshock_cast_r.ogg pak/soundhq/fx/spells/tg/tg_tshock/fx_tg_tshock_stage0_l.ogg pak/soundhq/fx/spells/tg/tg_tshock/fx_tg_tshock_stage0_r.ogg pak/soundlq/fx/spells/tg/tg_tshock pak/soundlq/fx/spells/tg/tg_tshock/fx_tg_tshock_cast_l.ogg pak/soundlq/fx/spells/tg/tg_tshock/fx_tg_tshock_cast_r.ogg pak/soundlq/fx/spells/tg/tg_tshock/fx_tg_tshock_stage0_l.ogg pak/soundlq/fx/spells/tg/tg_tshock/fx_tg_tshock_stage0_r.ogg Seems to me as if those are all SFX for the casting FX though, not the spell FX. But we'll see.
  12. What the... How in the name of kane did you make this? I mean - I recognize FX_GEN_WENIGER_HEILUNG, but, the fire, and having multiple spell FX on a single cast, not just the fire, also the blue and red beams comig out of the head, and, and, and, and, and, and, THE WINGS! You attached some recolorized FX to the wings model multiple times, didn't you? Is it one of the FX_WHIT? Mind = blown. I'm an amateur.
  13. Oh that's sad news. Very clever! I noticed that the faction is hostile to itself btw, if you summon more than one creature with this spellclass and they switch factions, they'll turn against each other But yeah, making them use a self destruct spell seems ike a good way of handling it. I'm glad you're saying this, that's what I did it for I'd say I'm stronger in data analysis than actually using that data, so I'm glad there's someone wha can make good use of it. I say the most creative FX usage I saw from you was the RBOL mod, that mod blew my mind when I first saw it I'm gonna take a look at D2F, oh boy, what will I be seeing there? But yeah, I'm really struggling with spell creation lately. A lot of my ideas just don't work, like temporary summons, Area of Effect Mutations and -spoiler alert- the TG shooting Fen Fires out of his Arm. And I just wish it was possible to make FX_DEATH_EOD_SERVANT1 a buff, it would fit the inquisitor sooo well! Another idea I had was using FX_LAVA1 with its distortion effect as a fireshield, but that didn't work either. Then I wanted to use the Dryad's FX_WIRBELN as a buff in hommage to the sacred 1's battlemage spell that would create a disarming tornado around the character, and that didn't work either as the FX don't follow the character. It's not that I'd be lacking ideas, it's just that the game won't let me do it. So yeah, I'm more doing pinpoint creativity right now. There's just two creations of which I'm really proud of, and it's sad because one of them will never make it out: Using FX_DOPPELGAENGER as the Inquisitor's teleport FX and using the Temple Guardian's Electro Shock FX as a Lightning shield. The latter won't make it because I noticed on playtesting that the constant zapping sound of the FX would get very annoying over time and I wasn't able to turn it off. But it looked so good! And maybe, in a million years or so, I'll acquire the skills to edit the dll files using Ghidra, so I can make all my dreams come true. Let's see what happens sooner, me learning how to do that or Dmitriy returning.
  14. NEW DRAGON MAGE SPELLS: 1. Aspect - Dragon Magic Berserk: No Changes compared to EE CORE Dragon Form: No Changes compared to EE CORE Dragon Strike: No Changes compared to EE CORE New Combat Art: Dragon Companion (replacing Eternal Fire): This CA is taken straight from EE Alternate Spells module, where it was replacing Familiar Familiar: No Changes 2. Aspect - Commander of the Dragons The Dragon Mage is a commander of the Forces of the Ancient Dragons, trained to Lead their troups in the Battle against the Seraphims! This Aspect is interesting as it is the first of three planned summoning Aspects. Only two of the three will probably make it into the Alpha version, and this is one of them. Can you guess the other two? New Combat Art: Molten Stonecreatures (replacing Magic Barrier): The Dragon Mage summons some Stonecreatures. They don't despawn, but it's not a buff, it's a CA with high cooldown. New Combat Art: Fire Elementals (replacing Gust of Wind): The Dragon Mage Commands some Fire Elementals into Battle, same mechanics as the Molten Stonecreatures Destroyer: No Changes compared to EE CORE New Combat Art: Firedemon (Replacing Tornado): This Combat Art is taken straight from the High Elf Protector: No changes compared to EE CORE 3. Aspect: Fire Magic The Dragon Mage has the privilege of getting insights into the secrets of the Ancient Dragons, taught and developed over generations of Dragon Cultists. As such he can conjure Flames burning much brighter than anything accomplishable with technology by using the fire that burns in his own heart. New Combat Art: Eternal Fire (Replacing Energy Blaze) This CA has been moved from Dragon Magic to Fire Magic which is this new Aspect. New Combat Art: Blazing Tempest (Replacing Mind Strike) This CA has been taken straight from the High Elf. New Combat Art: Flame Breath (Replacing Combat Trance) New Combat Art: Ignite (Replacing Maelstrom) This Flame burns brighter than any other, making it do the highest amount of single target damage, but unlike Eternal Flame, it doesn't spread. The Size of the Flame depends on the size of the Enemy. New Combat Art: Fire Skin (Replacing Runes of Protection) This CA was initially planned as a High Elf CA where it already got showcased, but eventually I decided to make it a Dragon Mage CA instead.
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