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Sacred 2 Enhanced Edition


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Starting this game again.... and I just want to say THANK YOU for the enhanced edition. ^^ If I read and post in Steam forum I see how much better the game has become through S2EE. :D 

Small question... wanted to do something funny and have seen the Shadow Warrior has really nice fist fight animation with the Attack CA. And I thought knuckel dusters and others would fight like this, but I only see animations like it would be a one hand weapon f.e. swords and axes. Has there ever been a weapon with fist fight animations or are my memories wrong? Firstfight with Gar Colossus would seem funny. xD

And thanks again. Can't say this enough. :)

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3 hours ago, Roderick said:

Starting this game again.... and I just want to say THANK YOU for the enhanced edition. ^^ If I read and post in Steam forum I see how much better the game has become through S2EE. :D 

Small question... wanted to do something funny and have seen the Shadow Warrior has really nice fist fight animation with the Attack CA. And I thought knuckel dusters and others would fight like this, but I only see animations like it would be a one hand weapon f.e. swords and axes. Has there ever been a weapon with fist fight animations or are my memories wrong? Firstfight with Gar Colossus would seem funny. xD

And thanks again. Can't say this enough. :)

Glad to hear you're enjoying the experience.  The short answer is: Fist weapons in EE currently use shortsword animations. Only with no weapon equipped would you ever see punches.

The developers intended bare-handed animations to be used by fist weapons, but as you probably know, fist weapons were disabled in the game code before release.  The CM Patch halfway activated them through scripts, and the classifications were a mix of clubs or daggers.

Dimitrius was able to fully reactivate them, but he didn't want to add them to CM 1.60 due to how many bare-handed animations are kicks, knees, and other non-fist attacks.  I was all for it but since we couldn't agree, they weren't added. He later added them in his Addendum mod, but exclusively for the Dragon Mage. Other characters couldn't use them.

So, since I'm not able to get in the code and change anything, and I wanted all characters to be able to use them, I had to find the next-best animations that would work for all characters.  Shortsword animations fit pretty nicely.

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2 hours ago, Flix said:

he didn't want to add them to CM 1.60 due to how many bare-handed animations are kicks, knees, and other non-fist attacks. 

In truth, while the DM solution was, daresay, inventive, it was  involuntary.  Due to weapon position/rotation matrix solutions used by the bright(note to self: abstain from beer) minds at Ascaron there is no way to properly position fist weapons for all playable characters in all available states. 

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A Shadow Warrior with no weapons but a shield is playable. You will need some +x damage rings or a shield with it. You will need no weaponskill so you can add blacksmith. In EE having blacksmith unlocks -chance that enemy can evade on damage in sockets.

Talhoffer did a book about the art of fighting. It includes fighting with just a shield - 500 years before Captain America. Fight shown below  are archers after shooting all their arrows. The shield could be pierced in ground to give cover when shooting. So a just shield character has historical facts

400px-De_Fechtbuch_Talhoffer_167.jpg

 

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33 minutes ago, chattius said:

A Shadow Warrior with no weapons but a shield is playable. You will need some +x damage rings or a shield with it. You will need no weaponskill so you can add blacksmith. In EE having blacksmith unlocks -chance that enemy can evade on damage in sockets.

Talhoffer did a book about the art of fighting. It includes fighting with just a shield - 500 years before Captain America. Fight shown below  are archers after shooting all their arrows. The shield could be pierced in ground to give cover when shooting. So a just shield character has historical facts

Interesting facts about medival fighting technics. ^^

I actually tried it, but the damage is sooooo low...ech skeleton does more. I don't think it is viable in the long run. And I mostly play two handed weapons, so I might not need a weapon skill, but then again I would need shield lore. Nothing gained here.

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A 'captain america' build starts slow and I prefer too use weapons before gold diff. The needed damage rings start like 3-3. Once they getto 30-30 things change. Just a shield and no weapon does double hits with the hard hit combat art. It is a single hit with weapon and shield.

http://www.sacredwiki.org/index.php/Sacred_2:Demonic_Blow

Just mod it with vehemence. Add some deathblow items. Normally in gold diff the first of the doublehits triggers the deathblow for the second. Quite the same tricks as with a Kungfu Dryad

 

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15 hours ago, chattius said:

A 'captain america' build starts slow and I prefer too use weapons before gold diff. The needed damage rings start like 3-3. Once they getto 30-30 things change. Just a shield and no weapon does double hits with the hard hit combat art. It is a single hit with weapon and shield.

http://www.sacredwiki.org/index.php/Sacred_2:Demonic_Blow

Just mod it with vehemence. Add some deathblow items. Normally in gold diff the first of the doublehits triggers the deathblow for the second. Quite the same tricks as with a Kungfu Dryad

 

And that does enough damage compared to wielding weapons? Really? Ok, I am all in for a test. :D

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In Sacred 2, there is one significant drawback, as for me, related to LL, the essence of which is that after taking at least 1-1.5-2%, you simply do not need to gain more damage - all damage and healing occurs due to this very LL :dntknw: On the contrary, in Sacred 1, as well as in Diablo 2, LL was counted from the damage that you directly inflict, I.e. it was necessary to gain as much damage as possible for LL to become effective. And whether it is possible to correct this situation or not, I do not know. But it would be very good, I believe

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Shield combat is as good or bad as any build if not having life leech. A dual wield SW can have around 8% LL , a shield build around 2.5%. The doublehits make this 5%. 

Now compare this with my latest fun dryad: 80% life leech. A single spell can kill any boss. In Vanilla a shield SW could do all the way to niobium without LL, but the invisibilty buff got changed. But I think this is just playing a bit more careful yet.

There are known problems: x%LL, possible to get 100% damage mitigation, ... if you exploit them is up to the player.

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11 hours ago, lordvampir said:

Frankly, I doubt that without LL (at least on bosses) at least one mele-build is possible at all

 

When have time around x-mas I will be patriotic and not do a Captain America but a Oberst Manfred von Holstein build: "There is nothing a german officers can not do!".

Funny was that Fröbe was in UK for two films at the same time: the one below and 007 Goldfinger. Great actor and you won't even know his German movies. Somehow funny that my grandgrandpa was flying machines like these. He was a woodworker apprentice and helped building a hangar for August Euler. When Euler started building airplanes grandgrandpa stayed. With outbreak of WW1 the pilots were drafted and my ancestor was too young. So he was allowed to do test flights with just build machines to check for mechanical failures. Probably saved his and my future life because the average survival of a fresh pilot at the western frontier was 1.04 combat flights and being a test pilot was way safer

 

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13 hours ago, lordvampir said:

Frankly, I doubt that without LL (at least on bosses) at least one mele-build is possible at all

What do you consider "possible"? I right now have a dual wielding SW on platin with level 100 and zero deaths till then. No Life Leech at all.

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55 minutes ago, lordvampir said:

 

On platinum ... Let's see what he does on Niobe

I play for fun, not for speed. I'll plan on clearing all quests on platin before I go to niob, since I like to grab the XP from the quests. ^^

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1 hour ago, Roderick said:

I play for fun, not for speed. I'll plan on clearing all quests on platin before I go to niob, since I like to grab the XP from the quests. ^^

I do all quests only if I want to play beyond level 150, mainly a level 200 smith. The reason is that quest experience isn't lowered with higher player level. Monster-kill experience drop dramatically beyond level 150.

http://www.sacredwiki.org/index.php/Sacred_2:Experience

 

 

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5 hours ago, Loromir said:

@Filx I've completed the Alternate Spells Module too.
Is there anything else to translate?
 

Wonderful!

You might want to check Itemnames.csv in the Italian locale folder.  Line 17 should have lightsaber names instead of chain weapon.  Line 48 should have "saberstaff" (2h lightsaber) names instead of Receipe.  I think those got broken between CM 1.50 & CM 1.60 so I had to restore them in EE.

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  • 1 month later...
On 10/22/2021 at 9:50 PM, LoneNightRaven said:

Thanks for the good answers, Flix. And thanks for looking into it.

One more small bug to add - I just saw Ambul NPC from "Days Gone By" quest (south-east of Twainbrook) become invincible. He is an escorted NPC that turns hostile. Looked like he had extremely high HP pool and was instantly regenerating damage after each hit. Quicksaving and reloading resolved this but he was teleported to his original location before the quest, as expected I think.
Did anyone experience something similar?

Same issue here with current EE version, and I had another bugged quest as well.

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I'm enjoying the mod, thank you Flix! I meant to get into Sacred 2 years ago, but work interrupted me. EE is a great way to come back to the game and give it more time. I did have some bugs with a few quests, but I want to duplicate the issue to make sure. (Other users posted same bug with "Days Gone By") I think that the spawned creature may not be adjsuted for difficulty correctly in this case. In the other case (the crown quest?) the NPC seemed bugged. I will attempt to recreate and look for the related questscripts.txt entries.

I went looking for skill points in the EE version of quest.txt and found a few entries. 

>Internal search for "reward_skill=1" in "*.txt"
C:\Games\Sacred 2 Gold Edition\scripts\server\quest.txt:65872:reward_skill=1, //Ancaria Airlines
C:\Games\Sacred 2 Gold Edition\scripts\server\quest.txt:140682:reward_skill=1, //Light path "Feed the Poor"
C:\Games\Sacred 2 Gold Edition\scripts\server\quest.txt:147005:reward_skill=1, //Dark path ?

>Internal search for "reward_attr=1" in "*.txt"
C:\Games\Sacred 2 Gold Edition\scripts\server\quest.txt:65871:reward_attr=1,
C:\Games\Sacred 2 Gold Edition\scripts\server\quest.txt:140681:reward_attr=1,
C:\Games\Sacred 2 Gold Edition\scripts\server\quest.txt:147004:reward_attr=1,

>Internal search for "reward_attr=2" in "*.txt"

>Internal search for "reward_attr=3" in "*.txt"
C:\Games\Sacred 2 Gold Edition\scripts\server\quest.txt:117765:reward_attr=3, //7 Days of Rainy Weather

What is the Dark Path quest? I'm new to Sacred 2 so I can't figure out how to get my position readable from the debug. With the wiki map down, it is difficult to get the positions converted well.

position = { 26,25,-1 , 1295.800,1909.350,-116.919, 310.000 }, This is the position of the dark path quest, but I'm still trying to figure out where that is located.

I was hoping for better documentation on debug and other modes, right now I'd be happy changing the font color of debug to black and figure out how to scroll the text. The "sys importworldmap" and "sys exportworldmap" weren't as documented as I would like. 

I fiddled with them a bit, got a GUI to appear with different assets, and then managed to crash the game after moving the windows around a little bit to see passed the assets. I expect it will be possible to alter the map. Some things may be a little too deep (like portal locations, etc) but I suspect that we can figure it out with more eyeballs on some minor success. If there is significant interest in this, I'll hit it with a debugger.

I noticed that the scripting language is LUA. It is possible to write LUA scripts that will print the content of other LUA scripts. For example, Script A calls "print contents of script B" and suddenly you are looking at the source code of script B. Has anyone done this with the packed files? I did this, and debugger options, on Grim Dawn which kicked off the modding community at launch (a demo texture replace, a demo inventory expander, etc) I was able to come up with a few things, including a bunch of extra debug commands that weren't documented. That game was also LUA scripts on top of C binaries. The LUA scripts were replaceable using some weird tricks, but I didn't go all the way on that game. The thing that I absolutely hated about Grim Dawn was the ablative damage formulas (If you had enough gear for any boss, you were damage immune. Otherwise you were dead.) I figured out that piece of code was deep in the C++ libraries and I couldn't change it (since I found the hooks all around it). I'd be happy to give Sacred 2 some more serious love.

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Found the shadow skill and attribute points! Chapter 1 in Thylysium. The gladiator under the colleseum has another kill quest with 4 spawns in the arena. Get those 4 kills and turn it in. Save and Exit, the skill and attribute points are waiting for you on login. 

As of Ice & Fire,

` (backtick) print hero, use page up to scroll. The hero position is recorded correctly. 

Edited by rorschachrev
position data
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