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czevak

Sacred 2 CM Patch Team
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Posts posted by czevak

  1. mastery.jpg

     

    The first 3 skills have mastery, the last 2 not. If you look at the golden frame around the icons you notice that the horizontal lines around the icons are interrupted by black dots if the skill is at mastery. So there is no need to remove your equipment when spending skill points close to mastery. As soon as the dots appear you are at mastery.

     

    If this is already at wiki, sorry.

     

    Hmm...makes me wanna redo this to be much more noticeable for the CM-Patch. Nice find chattius! :butcher:

  2. Hey guys, im not sure if this is the place to post a bug, but its really annoying me

     

    I recently installed the cm patch, enjoyed it thouroughly, but then soon came to find that the dragon mage skill "Eternal Fire" no longer works correctly

    Not sure whether this has already been adressed or not, but instead of working correctly the skill now deals all the damage in one hit instead of overtime, then cancels and fails to jump to other enemies.

     

    Its the only problem ive found so far so I would be really thankful if I could get fixed.

     

    Thanks Guys, keep up the good work

     

    We did that to suppress an exploit of the CA. The solution we found is not perfect yet and we plan to improve this issue again for one of the coming releases.

     

    @Etherian: Not exactly "new" as such. But we revised the blades according to the poll some time ago. Size related base attributes, Katanas are now named correctly, Lightsabers are Willpower based now and can now drop regularly (Random Uniques from Bosses) and there is a Random Epic Lightsaber as reward for a very taxing quest series.

    Once you pick up one yourself you will notice a little something extra has been added for the right atmo. :viking:

     

    You will read the rest in the patchnotes. :sigh:

  3. Well...odd glitch happened to me just now, was fighting Gar and he used a CA on me ive not seen before, he crouched down like a sprinter would at to prepare for a race and then headbutted me, resulting in me being knocked back. However, at one point he knocked me through one of the walls of his cavern and I got stuck...and somehow it duplicated all the unique weapons I had in my weapon slots and dropped them onto the ground...giving me 2 extra officers sabers, 3 extra ancrids blades and a flaying glaive of atherton. Along with a level 84 Item (that was what it was called, "Item"). So yeah, funny one :) Although the only reason he did die was cause my doppelganger finished him off. And I then couldnt even see what he dropped or get to it.

     

    So a wall glitch, eh? Could be. But the item duplication seems very unusual. Do you have any screens?

     

    And yes, was it with cm or without. (I think I remember you playing without cm...)

  4. What I still can't understand is the diference between Life leeched per hit in yellow and Life leeched per hit in gold. There's no skill involved and the golden one's value is lower than the yellow one's

     

    This is the yellow one:

     

    newBonus = {
    --  name = "sb_off_lifeleech",
     rating = 35,
     basedonskill = "SKILL_INVALID",
     type = "BONUS_LIFELEECH",
     spez = "",
     spez2 = "",
     usagebits = 65535,
     minconstraints = {15,9,0},
     difficultyvaluerange0 = {0,4,55},
     difficultyvaluerange1 = {1,5,65},
     difficultyvaluerange2 = {2,6,80},
     difficultyvaluerange3 = {3,8,100},
     difficultyvaluerange4 = {4,10,125},
    }
    mgr.createBonus(382, newBonus);

     

    and this is the golden one:

     

    newBonus = {
    --  name = "uni_def_heal_on_hit",
     rating = 46,
     basedonskill = "SKILL_INVALID",
     type = "BONUS_LIFELEECH",
     spez = "",
     spez2 = "",
     usagebits = 65535,
     minconstraints = {15,13,1},
     difficultyvaluerange0 = {0,3,28},
     difficultyvaluerange1 = {1,4,37},
     difficultyvaluerange2 = {2,5,46},
     difficultyvaluerange3 = {3,6,55},
     difficultyvaluerange4 = {4,7,70},
    }
    mgr.createBonus(643, newBonus);

     

    As you can see, they are a bit different. First, the yellow one is marked as offensive bonus (sb_off) and is sorted into the respective bonusgroups for such weaponry. The unique (gold) modifier is somehow marked as defensive (cant say why). The ",1}," at the end of the constraints means it can only be applied to items of silver difficulty and above. The valuerange is lower for the unique modifier, which is why it has lower +%.

     

    That are the differences I can make out so far.

  5. I still don't know why some modifiers are blue and some are yellow

     

    I answered that in some other thread already, I think.

     

    The color is depending on the constraint of the corresponding bonus in blueprint.txt. It is a dev handselected value like the item colors, weighed by how rarely they should occur and what the minquality of an item should be to get such a modifier. That is also why you will never see a yellow or gold modifier on a junk (grey or white) item.

     

    For example:

     

    newBonus = {
    --  name = "uni_relattr_str",
     rating = 30,
     basedonskill = "SKILL_INVALID",
     type = "BONUS_STATS_REL",
     spez = "STAT_STR",
     spez2 = "",
     usagebits = 65535,
     minconstraints = {10,13,1},
     difficultyvaluerange0 = {0,50,100},
     difficultyvaluerange1 = {1,65,130},
     difficultyvaluerange2 = {2,80,160},
     difficultyvaluerange3 = {3,100,200},
     difficultyvaluerange4 = {4,125,250},
    }
    mgr.createBonus(640, newBonus);

     

    Is a gold bonus (+% Strength). It has a constraint quality of 13 (minconstraints = {10,13,1},). Changeing that number to 15 will make it orange and even rarer...

     

    The Bonus is applied to items trough bonusgroups, in this case:

     

    newBonusgroup = {
     id = 37,
     name = "UNI_relattr_str																												 ",
     bonuslist = { 640,},
    }
    mgr.createBonusgroup(37, newBonusgroup);

     

    Items with that particular bonus include for example marthas javelin.

     

    Hope this sheds some light into speculations.

  6. Hehe would be nice to play and see what an orange bonus would do...this is possible you know. :D

     

    Gold Mod in blueprints.txt:

     

    newBonus = {
    --  name = "uni_off_chance_doublehit",
     rating = 45,
     basedonskill = "SKILL_INVALID",
     type = "BONUS_CHANCE_DOUBLEHIT",
     spez = "",
     spez2 = "",
     usagebits = 65535,
     minconstraints = {15,13,1},
     difficultyvaluerange0 = {0,22,50},
     difficultyvaluerange1 = {1,24,55},
     difficultyvaluerange2 = {2,26,60},
     difficultyvaluerange3 = {3,29,67},
     difficultyvaluerange4 = {4,32,75},
    }
    mgr.createBonus(651, newBonus);

     

    The interesting line for textcolor is (like for the items) the minconstraints. Change the middle number 13 to 15 to make it orange. :)

  7. Hey guys, as the topic says, I have a question about the Pandamonium's Pride set! Ok here it goes, why does the helmet for that set have "Absorption Warding Energy +X%" in it? I thought that stat was only for Seraphims and Temple Guardians or at least that was where it was most useful?! I don't see why it would be in a Shadow Warrior set piece when he doesn't have an "Energy Shield"?! I can understand having the stat "Absorption Warding Energy: Opponent -X%" but not that other stat! Can someone please explain that to me though because not to mention I have seen it in other Bargained Armor too besides just Seraphim and TG stuff?!

     

    Didn't I already correct that one? :P

     

    Have you seen this with the recent version of the cm-Patch, or was it just the screenshot in the wiki?

     

    EDIT: I checked. It is already corrected to "Absorption Warding Energy: Opponent -X%".

     

    I guess you would want to make a new screenie for the wiki. :)

  8. If you are sure the buff ended out of itself and you did not get "debuffed" by an enemy, then you could try setting:

     

    	spellClass = "cSpellGenericBuff",

     

    because the spellclass could have some timer itself. It controls most of the spells effects anyway, so you might want to check if all your boni stay the same after changing this. cSpellGenericBuff might not be able to handle and understand all of them.

  9. I had to uninstall the Steam files to be safe when installing the Ice and Blood, but when the Ice and Blood runs on my machine the load times are ATROCIOUS, especially when I try to Alt Tab out to do some research online. My machine is pretty good and definitely shouldn't be causing any slowdowns, and then once loaded and into the game it seems to run more smoothly than the classic Fallen Angel. I am still running XP 32 Service pack 3, mostly because it works great and the Win7 costs money. Am I alone with the extreme load times? I've searched these forums and others and have found no mention of this issue anywhere. It is simply too frustrating sitting watching a half-loaded hint screen for a minute or two when I should be making things die.

    That's new to me, never heard of something like this. In fact, I run two versions of Sacred 2 with Addon on Win7 and XP machines and never encountered such problems. I often have to switch to the browser or my email, but never had slowdowns. Perhaps you should try the windowed mode (options -> graphics).

    CU Marcus

     

    I can confirm this, marcus. There is a long time load until you are able to see anything than a black screen after alt tabbing out and back into a full window instance of Sacred 2 Ice and Blood. The console reports someting like: InputWrapper: unable to acquire device...

     

    This does not happen in windowed mode however, and you are able to see the lost loadingscreens again in windowed mode.

  10. I have installed the christmis island mod

     

    and I did the enable and the disable and

     

    I have the sacred 2 gold edition and the newest version ?

     

     

    can sombody help me

     

    After enabling christma island mod, you see the first Kobold in Thylisium. After talking to it, you have to talk to th captain (he is not a cobold!) and ship over to the island clicking on the respective boat on the worldmap....or SHIP! Yes. Nautical term... *g*

  11. I'll send you french-version files as soon as they will be uploaded. :(

    Unfortunatly, I was unable to include speechhq.zip, speechhq2.zip, speechlq.zip, speechlq2.zip and the trailers folder, because their size approach 1 GB, which is un-loadable for my connection...

     

    Ah, thats okay woody. I really just need the rest. (I think I should update the call...)

  12. Okay, during implementation of http://www.frankrentmeister.info/mantisbt/view.php?id=203 I ran into the localization problem.

     

    I need to alter the Itemnames.csv to get it to work properly.

     

    I got the german localization (de_DE).

     

    I think it might be time to collect the other localization folders as well. (Ice & Blood versions only)

     

    So if anyone wants to upload the compressed content of his "Sacred 2\locale" folder (without the zip files and trailers in there please), post the DL links here, or PN me about it so I can get them. :(

     

    I especially hope to get the french and spanish loc's here.

     

    Thank you very much in advance. :(

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