Dax 481 Posted October 25, 2019 Share Posted October 25, 2019 My take on the Vampiress Hello MetaL I greatly enjoyed your modification! Very appreciated! I´d like to contribute, but unfortunately I´m not a coder. Maybe this way works out too: Beeing a Vamp-Player since a long time, I´d like to toss some ideas. Choices were made in a reasonable way, to avoid overpowering. The items from Wolfe´s Lair are my reference. Suggestions: ------------ Fixed daylight-damage: I suggest a nasty sunburn-damage during the day, let´s say 5000 points if you´ve picked Niobium. It feels so odd to roam the world in Vamp-Form during broad daylight. The gameplay would become far more challenging for the Vampiress, if she´s forced to stay in human form during the day. Spallcasting: ------------- Time Control: TC became very limited with the new changes of S:RB. I suggest an initial range of 5 meters and a bonus of 0,3 meters, coming in with each rune Master Bite: Limited to 25 seconds duration, like Conversion Mind Control: Limited to 25 seconds, remove paralysis, add poison-like slowdown instead. Blood Bite: Damage is really low. For those who try to fill up the health-bar by by sucking blood after catching some Poisoned Tendrils, this spell is of no use anymore. Initial damage 2000 + 200 points each spell level. Sound good? Blood Kiss: Is it possible to lower the enemy´s defense-rate a bit, as described in the manual? I´d really be grateful since the Vampiress can´t buff their attack-bonus. Spell duration limited to 25 seconds. Blood Kiss available for horse combat too, yes? :) Awaken Dead: Spell limited to 120 seconds Bats: Can we set the max amount of bats back to 4? Sacred becomes a bit unstable with so many bats summoned. Vampire Amulets: ---------------- Berenike´s Soul: +12 Potion Find Glimmering Amulett of Luck: - Magic Find - Increased Light - Endurance-Bonus +5 Critical Hit +30% Attack/Defense +8 Take Gold, save Health Quetzals Expulsion: - Attack Bonus vs Undead - Spell Resistance - Banish Undead +10% Str to Attack +13% Str Poison +54 Farsight Vampire Rings: -------------- Chrysopras of Bloodlust: - Bats:Confusion - Weapon Lore Bonus (one of the two boni) + Bloodlust-Bonus + 10 Critical Chrysopras of Blood Warriors: - Bloodswarm - Weapon Lore + Blood Bite + 47% Regeneration Special Move Chrysopras of Blood Moons: (level 01) -Mind Control -Wolf Call -Weapon Lore -Enables attacking of Animals +60% Wounds increase Damage dealt +30 Vampirism +35 Speed +5 to all Combat Arts Chrysopras of Dark Leaders: - Attack Speed - Bats:Guard + 47% Regeneration Special Move + 30% Wounds increase Damage dealt Golden Chrysopras Ring: - Blood Swarm - Disarm-Bonus + 13% Str Poison Damage + 40% Poison + 20% to Attack/Defense Gold Ring: - Reduce Gold, save Health - Gain Gold + 100 to Attack + 30% Cha to Attack + 9% Life Leech Ring of Luck (Vampiress): - Critical Hit - Magic Find + 45% Reduce Gold, save Health + 45 Speed Vlads Bronze signed Ring: - Turn into Knight - Weapon Lore + 3% Dark Damage + 5% Lifeleech + 15 Speed Vampire Shields: ---------------- Delania´s Vampire Shield of Life: - Gain Gold + 63% Str Physical Resistance + 9% Life Leech Toothed Shield of Bloodlust: - Trap flying Opponents - Attack Speed - Armor Bonus + 23 Critical + 140% Regeneration Special Move + 150 Blood Bite + 200 to Attack Vilads Serrated Blood Shield: - Turn into Vampire - Vampirism Bonus - Endurance Bonus - Magic Find + 93% Str Magic Damage + 100% Regeneration Special Move + 60 Bloodlust + 90 Farsight Other: ------ Lady Magorys Gauntlets: - Open Wounds + 9 Critical Hit Horned Helm of Darkness: - Night Bonus - Constitution Bonus + 103% Str Poison Resistance + 175% Regeneration Special Move Vampire Swords: --------------- I suggest to increase damage by 100-200 points, otherwise Vampire Swords (and all other class specific Weapons) are not worth the effort due to missing sockets. Blackmoonblade of Pain: - Attack Speed - Speed Bonus - Dual Wielding (; - Drain own Life Energy + 200% Wounds increase Damage dealt + 47 Critical + 150 Physical Regeneration + 47% Str Poison Bloodlust Longsword: - Vampirism - Wolf Call - Weapon Lore + 47 Critical + 75% Str to Attack + 60 Master Bite Dragonis Sword of total Evisceration: - Defense Bonus - Open Wounds Bonus - Split + 23% Take Gold, save Health + 175% Regeneration Special Move + 63% Str Poison Damage + 63% Str Physical Damage Dragosanis Necromancer Steel: - Sword Lore - Vampirism - Weapon Lore + Banish Undead 70% + vs Undead 200% Str Fire + 47 Critical Hathol en Baserab: - Turn into Vampire - Extended Night - Drain own Life Energy + 33% Gain Money + 60% Dex to Attack + 100 to Disarm + 140 Regeneration Special Move + Pure Magic Damage Lance of Vampires: - Turn into Vampire - Open Wounds + Pure Poison Damage + 93% Str Poison + Increase all Damage Types 50% Longsword of Necromancers: - Attack Speed - Turn into Vampire - Vampirism + 50% Lifeleech + 47 Critical + 100% Regeneration Special Move + Pure Poison Damage Magol en agar - Lifeleech - Drain own Life Energy - Weapon Lore + 30% Str to Attack + 47% Dex Fire Damage + 47% Dex Physical Damage Shiny Longsword of the Vampire: - Mind Control - Wolf Call - Vampirism - Night Bonus + 93% Str Magic Damage + 100 Agility + 35 Speed + 23 Critical Slasher of Shadows: - Attack Speed - Blood Bite - Vampirism - Extended Night + 250% Str Magic vs Demons + 45% Reduce Gold, save Health + 175% Regeneration Special Move + Pure Magic Damage Tomb Slayer of Hate: - Vampirism - Weapon Lore - Open Wounds + 90% Wounds increase Damage dealt + 90 Hard Hit + 47 Critical + 35% Dex to Attack/Defense Vampire Bite: - Multi Hit - Hard Hit - Sword Lore + 63% Dex Poison Damage + 1000 to attack + 15% Critical Vampire Longsword: - Vampirism - Mind Control - Wolf Call - Night Bonus + 165% End Physical Damage + 80 Agility + 80 Parry + 80% Regeneration Special Move Vampire Longsword of the Blood: - Attack Speed - Multi-Hit - Bats:Bloodswarm - Lowered Resistance + 40 to Ripping Claws + 60% Open Wounds + 47 Critical + Pure Fire Damage + 63% Str Fire Damage Vampire Sword of Moonlight: - Speed - Mind Control - Time Control - Night Bonus + 25% Dark Damage + 140% Regeneration Special Move Vlads Catcher: - Attack Speed - Weapon Lore - Master Bite - Enemies die on sight + Shock Opponent 200 + 80% Dex to Attack + 93% Str Magic Damage + 47 Critical Vampire Sets/Full Set Bonus: ---------------------------- Esal Hylef: - x% Turn into Vampire + Daywalk-Bonus/minimal Sunburn-Damage Annouk: - x% Banish Undead + Activated Night Bonus Dalmar: - XP-Bonus - +X to all Combat Arts + Activated Night Bonus + Poison Immunity (Too many accidential Deaths otherwise) Starion: - Fire Resistance - Fire +X% + 4000 Resistance vs fire & physical Damage + 25% Str Fire Damage Thorwyn: - Magic Find + 200 Far Sight Recundis: - 70% to Attack/Defense + 140% Str to Defense That´s it for the beginning. More is on the way. (: 1 Link to comment
Dax 481 Posted October 25, 2019 Author Share Posted October 25, 2019 My take on Horses & Bridles: Light Horses deal only small charge damage, while heavy Horses waste their Charge-Points very fast. Since enemies have at least 150.000 health and more, it doesn´t matter if they take 32 points of Charge-Damage, or 650 points. Suggestion: - The same, tiny Charge-Damage for all Horses - Plus 5-15 Seconds increased Charge-Duration for Horses that require the Riding Skill. - Stun-Duration increases by +1 second for Warhorses. (If possible) - Speed of 180 for all Warhorses. Braggis Bridle of Opportunity: ------------------------------ + 200 to Attack + additional 150 points to Fire-Resistance + 35% Dex defense vs Ranged + 93 Farsight - Remove "Trap Flying Opponents" Eothrans Bridle: ---------------- + 200 to Attack + additional 100 points to all resistances + Deflect Root 66% - Remove "Spell Resistance" Callous Bridle: --------------- + 200 to Attack + 140% to Attack + additional 150 points to Magical-Resistance + 62 Farsight - Remove "Shock Opponent" Link to comment
Dax 481 Posted October 26, 2019 Author Share Posted October 26, 2019 I´m listing up some minor flaws I stumbled across. Version is: GOG´s Sacred Gold, latest patch, SRB 2.4 Error report: - Ring of Luck: (all classes, niob) Level- Attribute- and Attack-Bonus loss - Dragon Ring: Bonus-XPs granted for all monsters not only for Dragons - Horses die sooner or later, when a each-hit-lowers-own-health-build, like Dalmar, is used. Drinking health potions has no effect. - Some Set-Boni don´t seem to work correctly. Thorwyn: Drain Lifeforce, Recundis: Critical Bonus. - Spell Resistance doesn´t work against creature spells. Misc: - Spider Arrow could use some balancing. It´s extremely powerful. - Creatures die on Sight is limited to level 100, maybe Creatures die on Sight 1% chance, followed by a slow progression, like it is known from the Disarm-Skill, is more useful. I´m checking the Vampiress´ spells currently, there seems to be damage-miscalculation, if a certain level (115+) is reached. Link to comment
Popular Post MetaL 81 Posted October 26, 2019 Popular Post Share Posted October 26, 2019 (edited) Greetings. I appreciate your feedback and ideas Daylight damage. It depends from level of “Turn into Vampire”. At high levels it can be up to 10k damage, so player choose between long duration or low sunlight damage. About control abilities (included Mind Control and Master Bite). We have some plans for control abilities, we want make them work vs all enemies, but with a short duration and hight cooldown, so it couldn’t be spamable. About your idea of Mind Control. I like it, but it would be hard to make, a lot of new code writing will be required. About Blood Bite. Almost all Combat Arts have damage limit 65535 (2 bytes), damage over it not taken into account. So even if there be 600k damage only 65k would be work. We trying fix this bug but meet a lot difficulties with it. Anyway, Blood Bite is powerful control Combat Art, it paralyses any enemies for it’s duration (video for example), so with high damage it can be overpowered. About Blood Kiss. Everything is possible in theory, but in practice it will be hard to do. In fact there is just wrong description. About Awaken Dead. Resurrected enemies deal low damage, so this Combat Art actually useless. The biggest problem with all summons is that there is no difficulty multipliers for summons, they use same multipliers that enemies does, so it’s hard to tune it. Max amount of bats is 4 as in original Sacred. You get 4 bats at 22 level of Combat Art. About items. Currently we trying to fix “Chance to inflict Open Wound” bonus, because it just not work and it make limits with item rebalancing. After fixing we will start rework items. About horses. We have some plans about it, but currently we don’t start working with it. As for all changes, at first we need to find code section responsible for this, then understand it, then thinking what we can do with it. We don’t know how much time required for it, it may be 1 hour or may be 20 hours. A few words about Sacred modding. There is a lot of underwater rocks, like no multiplier for summons or 2 bytes damage bug. Items also have some underwater rocks. Modding Sacred is like dancing on the nails… without legs... Edited October 26, 2019 by MetaL 1 2 Link to comment
Dax 481 Posted October 26, 2019 Author Share Posted October 26, 2019 (edited) Hi, Thanks for the insight. I know it´s hard to get the job done without proper tools. But I´m convinced that you´ll make it! Guys, thanks for the hard work, I´m your fan! Keep it up! Edited October 26, 2019 by Dax 1 Link to comment
MetaL 81 Posted October 26, 2019 Share Posted October 26, 2019 1 hour ago, MetaL said: Greetings. I appreciate your feedback and ideas Daylight damage. It depends from level of “Turn into Vampire”. At high levels it can be up to 10k damage, so player choose between long duration or low sunlight damage. About control abilities (included Mind Control and Master Bite). We have some plans for control abilities, we want make them work vs all enemies, but with a short duration and hight cooldown, so it couldn’t be spamable. About your idea of Mind Control. I like it, but it would be hard to make, a lot of new code writing will be required. About Blood Bite. Almost all Combat Arts have damage limit 65535 (2 bytes), damage over it not taken into account. So even if there be 600k damage only 65k would be work. We trying fix this bug but meet a lot difficulties with it. Anyway, Blood Bite is powerful control Combat Art, it paralyses any enemies for it’s duration (video for example), so with high damage it can be overpowered. About Blood Kiss. Everything is possible in theory, but in practice it will be hard to do. In fact there is just wrong description. About Awaken Dead. Resurrected enemies deal low damage, so this Combat Art actually useless. The biggest problem with all summons is that there is no difficulty multipliers for summons, they use same multipliers that enemies does, so it’s hard to tune it. Max amount of bats is 4 as in original Sacred. You get 4 bats at 22 level of Combat Art. About items. Currently we trying to fix “Chance to inflict Open Wound” bonus, because it just not work and it make limits with item rebalancing. After fixing we will start rework items. About horses. We have some plans about it, but currently we don’t start working with it. As for all changes, at first we need to find code section responsible for this, then understand it, then thinking what we can do with it. We don’t know how much time required for it, it may be 1 hour or may be 20 hours. A few words about Sacred modding. There is a lot of underwater rocks, like no multiplier for summons or 2 bytes damage bug. Items also have some underwater rocks. Modding Sacred is like dancing on the nails… without legs... Forgot to add link for video in №4. Update it. Link to comment
Dax 481 Posted October 26, 2019 Author Share Posted October 26, 2019 Hi! Yes, Blood Bite is devastating indeed. I used several Ozzy´s to boost it over 100 points, which lead quite often to one-hit-kills during the night with fully charged claws. Ah, good memories. It must have been an early version of Reborn. 1.12 maybe? By the way. Do you plan to team up with other mods? Until today I only was aware of Thoriums mod, but there seem to be others. From Russia especially. "Ravenrock" and "Faithful". Both look great! Link to comment
Popular Post MetaL 81 Posted October 28, 2019 Popular Post Share Posted October 28, 2019 (edited) On 10/26/2019 at 7:02 PM, Dax said: Hi! Yes, Blood Bite is devastating indeed. I used several Ozzy´s to boost it over 100 points, which lead quite often to one-hit-kills during the night with fully charged claws. Ah, good memories. It must have been an early version of Reborn. 1.12 maybe? By the way. Do you plan to team up with other mods? Until today I only was aware of Thoriums mod, but there seem to be others. From Russia especially. "Ravenrock" and "Faithful". Both look great! By Thorium's mod you mean Veteran Mod? Anyway, German modmakers stop work with Sacred long time ago. As far as I know, Veteran Mod was originally planned approximately the same as we did ReBorn, but in those days they met several pitfalls, so they just make a super-difficulty mod. Biggest legacy from Thorium is editors with used for making Veteran Mod, it allows edit some files of Sacred. Nowadays these editors not help us a lot, because not all parameters could be found in files with can be edited by these editors. Also, Thorium currently works on LifeLeech – new arpg-game with inspired by Sacred. I help him a little bit. About RavenRock: It’s texture pack, pretty big in global, but pretty small for 8 years of existing. It’s not a project by one team like ReBorn by OverLookers, dozens of people invest their work into RavenRock in different periods of time. Also they have “Unnofficical HD” (double “n”, I not mistake) background texture pack, but don’t trust it’s name, it’s just fast-maded machine picture upscaling with servises like Waifu2x. Some little changes may be seen only with maxed zoom in, but also a lot of seams and noize appeared because it's just machine processing. Just compare: max zoom out, mid zoom, max zoom in (can you see with side is HD? ). I can make same, but don’t see any reason for it, it’s look same and just hold 12Gb. Why we don’t team up with RavenRock: At first, RavenRock’s owner well known in ru-community as inadequate toxic. It’s a big story… Long time he had impunity because of friends in ru-community administration, so he feel open himself to toxic behavior and got conflicts with almost all active people. He told many rude words about my clanmates, my clan and me (girl from my clan he called "St***d c**t"). Instead just getting banned from by admins he got protection from them and only his victims get banned. Because of that, ru-community even was died for 4 years, all active people just were banned or leave. Nowadays my clan is 100% of administration in ru-community, so we resurrected it. After that RavenRock’s owner even not trying contact with us, in one day he just start spaming in ru-community and got banned for it. At second, because of the above, RavenRock’s owner don’t want team up with us. For example, by default RavenRock as texture mod easily compatible with balance mods, but RavenRock's owner made his it incompatible with all mods just to make it incompatible with ReBorn. Btw, in 2013 (or 2014, don't remember correctly) we were help him with RavenRock! But he show his toxicity pretty fast. He can be quite polite if you can be useful for him, but he throw out you if he can’t get benefits from you and you don’t do what he want. At third, RavenRock have nothing to offer us as balance editors. RavenRock's owner stop playing Sacred about 7 year ago (maybe even more), he never was a good player, my clanmates and me never saw him in multiplayer, he have no clue about balance in Veteran Mod or even original Sacred. Even for promo-video he used a cheated character... Their knowledge about modifying Sacred is about zero and they just use Thorium's editors and even that they do not good. For example, RavenRock 's owner in last update of his mod change parameters of dragons and a lot of people write comments that dragons became unkillable at low levels, some of them even asked me about help with killing these dragons (it need about 1,5 hour for killing). But at the same time well geared characters can almost oneshot RavenRock's dragons (like my Veteran Mod characters does). And these dragons have same problem as Veteran Mod – against them mages a lot weaker than range warriors. Therefore, RavenRock’s balance changes is awful, too hard for simple players at low levels and too easy for experienced players at high levels. At fourth, RavenRock’s owner just use other’s work. As I write before, dozens of people invest their work, even info about Waifu2x was invested by one graphic artist girl. Because of that new versions of RavenRock appears pretty rare. They made 2 versions in 2011, then in 2012 project almost get closed, then one more last version in 2014 and after that RavenRock’s owner close these project (not pause, not freeze, it was closed). Then in 2016 appeared Faithfull mod with some copying from RavenRock. RavenRock’s owner started crying about plagiary, but got answer: “You closed your project, so it got new life as Faithful mod with new developers; A lot of textures maded by other people and you just use them, so it’s not plagiary.”. RavenRock’s owner got some pain below the back from such answer and quickly release new version of RavenRock. Last version and “Unnofficial HD” released after releasing ReBorn and banning RavenRock’s owner in ru-community. You may see that RavenRock fizzle out almost after started in 2011. Since 2016 all products maded against someone. Against Faithful mod because it’s copypast some textures and then against ReBorn, because he envy and got banned in ru-community after being untouchable for long time. If you think that rare versions have a lot of content then you mistake. Just example of RavenRock changelist for version from 2014: new menu textures with new menu music, new textures of water and lava, new portal textures, new Daemon and Gladiator skins, new texture for just ONE axe, added German 2,29 patch, few ru-text changes, restored original Dark Elf animation (was changed in previous versions of RavenRock). That’s all for 3 years and at least 2 other people marked in patchnotes as texture autors. At fifth, RavenRock’s owner want money, not good and cool product. In 2014 he closed RavenRock because he could not monetize it (posts in 2014 with online wallet and asking for money). He make a lot PR for his last products, a lot reposts, big ru-PR in Steam, but it all done because RavenRock mod loaded on Deposit and RavenRock’s owner got some small money for downloading. And he don’t care that you need at least 1 hour for downloading just 100Mb from Deposit, even small money have more priority. Pretty sure that texturemakers which help him doesn't get even a cent... At sixth, RavenRock’s owner make many empty promises. For example, he even promise new closed net for Sacred, but in fact he did nothing and just asked for help my clanmate despite the fact that he had previously told my clanmate a lot of rude words in public forums. One more example, in 2016 he make new future for RavenRock with he called “anti-cheat system”, but in fact it's just keyboard blocking program attached to Saxred.exe that block Alt+F4 combination . About Faithfull Mod: It’s just some copyist of RavenRock and it’s abandoned. Faithfull’s Mod creator same as RavenRock’s owner – too toxic and know nothing about balance in Sacred, but a lot younger. As I know, Faithfull’s Mod creator and RavenRock’s owner tried work together at beginning, but it became a big conflict after 2016 with blaming about plagiary. After that Faithfull’s Mod creator copypast some programs from SacredVault just changing interface. And it was unclaimed, because no new funtions, only new interface. Currently he abandoned Sacred. Edited October 28, 2019 by MetaL 3 Link to comment
Dax 481 Posted October 28, 2019 Author Share Posted October 28, 2019 (edited) Thanks for the insight MetaL. It´s good that order has been restored. Toxics can ruin entire communities and turn everything into a s**thouse within weeks. I got the intention, that such behavior becomes more and more common these days. Sad. And stupid. Speaking of Lifeleech, yes. I got it on the radar. (: A good day to you! EDIT: Am I wrong if I say that Sacred Reborn is done to possibly maybe 20% ? Edited October 28, 2019 by Dax Link to comment
MetaL 81 Posted October 28, 2019 Share Posted October 28, 2019 (edited) 9 hours ago, Dax said: Thanks for the insight MetaL. It´s good that order has been restored. Toxics can ruin entire communities and turn everything into a s**thouse within weeks. I got the intention, that such behavior becomes more and more common these days. Sad. And stupid. Speaking of Lifeleech, yes. I got it on the radar. (: A good day to you! EDIT: Am I wrong if I say that Sacred Reborn is done to possibly maybe 20% ? We have no detailed plan for ReBorn. We just change all that we want to change and can change, question is about free time for it. For example, in beggining we just wanted to make Orla-Aisling more wailable, but it became a big global balance mod. Nowadays we want to fix Open Wound (we already fixed it, but we met some pitfalls so need remake it) and add some interesting things in few caves... After that we start rework useless unique items. Also we have plans about sets, control Combat Arts, horses, skills and 2 bytes Abilities' bug. In the distant future we want to make some new bosses based on hero models. For examle recreate OverLookers clan as hero-bosses. It looks pretty hard, need make Combat Art using, loot, fixed position, names, equipment... Its a big long-term goal. So I'm not shure that ReBorn will be somedays done for 100%. In theory we can add new features over and over again... I can say that current state of ReBorn is pretty god and we like it. But it's just plans and ideas, we don't give any promices, because modifying Sacred requeres a lot of time and a lot pitfalls may be met, so we can fail. Also maybe sometimes new cool game appeared and we will deep dive into it (for example LifeLeech ). Edited October 28, 2019 by MetaL 1 Link to comment
Popular Post gogoblender 3,070 Posted October 29, 2019 Popular Post Share Posted October 29, 2019 1 hour ago, MetaL said: We have no detailed plan for ReBorn. We just change all that we want to change and can change, question is about free time for it. So I'm not shure that ReBorn will be somedays done for 100%. In theory we can add new features over and over again... I can say that current state of ReBorn is pretty god and we like it. I get what you just wrote. I feel like SacredWiki's like that too...and the interest in Sacred...that it can last because people just love the DNA of what has been created and seek purpose. We may not understand why we keep coming to our hobbies but we love doing them. gogo 2 Link to comment
CarlJohnson 2 Posted October 29, 2019 Share Posted October 29, 2019 2 hours ago, MetaL said: Also we have plans about sets, control Combat Arts, horses, skills and 2 bytes Abilities' bug. What's the deal of "2 bytes abilities bug"? Link to comment
Dax 481 Posted October 29, 2019 Author Share Posted October 29, 2019 @ MetaL Baer with me. As a bystander it´s easy to chime in. In my wildest dreams I see new speechtables, learning speechtables even, enemies that use special attacks, mage-specific summoning tables, new audio files and soundsets. Everything you can imagine... Colorful dreams. Where ever it goes, you guys did a splendig job with every release. Each version was an experience, though I must confess, that I cursed you two times for crushing my build. (: But I got one question: Why don´t you ask the community for help? People seem to be interested in your mod. Everyone can rework items, make suggestions. And, to be honest, useless uniques, there are many of them. It would lower the weight on your shoulders. Overlookers would serve as some kind of qualitiy assurance. Like a floodgate. It makes sense in my opinion. Each player has a favorite character. He knows what is needed. Let´s give him a job. What do you think? Speaking of indy-games, yes, I really like them. I prefer to support small companies and studios nowadays. While their ideas are fresher, big, fat studios repeat the same old stuff (no swearwords!) over and over again, harvesting and stealing as much money from the player as possible. Accompanied by game magazines and the hardware-industry, a sweet, bright shining, glittering, image is created infront of your eyes. A fraud, mostly. If Lifeleech sees daylight, I´ll buy it. @ CarlJohnson Welcome aboard! Link to comment
MetaL 81 Posted October 29, 2019 Share Posted October 29, 2019 (edited) 11 hours ago, CarlJohnson said: What's the deal of "2 bytes abilities bug"? Almost all abilities have 65535 damage limit bug for each damage type (such number is 2 bytes). Damage over it just missed. For example screenshot with Dwarf's Flamethrower. It have 115765 fire damage, but only 65535 fire damage works. It's ability damage, not final damage dealt. It will be affected by global damage modificators: crit chance, survival bonus, wounds increase damage dealt, special damage types from sets (Like Amarri's Secret for Battle Mage), Vampire's night time damage boost, Daemon's Call of Death etc. Not all abilities can reach such limit, but some of them does: fireball, BeeEffGee, Poison Tendris, Seraphim's Lightning Strike. Only Dark Elf's traps don't have such limit, but his traps have unique structure if talking about code. _____________________________________________________________________________________________________________ 6 hours ago, Dax said: @ MetaL But I got one question: Why don´t you ask the community for help? People seem to be interested in your mod. Long time we just waiting for new balance mod appearing, but then we thinking: "If we don’t make a mod ourselves, nobody will do it". We spent a lot of time for getting some knowlege about it. We have learned how to find right asm-code and change it, this is the biggest part and not shure that someone can help us with it. For example, RavenRock's owner looking for assembler programmer since 2014... Good luck for him The biggest help from community is just playing our mod . We like to see new forum discussions about ReBorn mod, we glad to see new videos about ReBorn mod, even someone just upload a new ReBorn version on Darkmatters (because I didn't update it long time ago) it's also some support for us . UPD: Also info about game crash can be useful for us. Screenshot as example: We need "Details" field. It allow us to understand is it Sacred bug or ReBorn bug and and which part of code allows to crash. Description of circumstances of crash will be useful too. Edited October 29, 2019 by MetaL 1 Link to comment
Dax 481 Posted October 29, 2019 Author Share Posted October 29, 2019 Ah, ok. I see. The best reward for a modder are dowload counts and feedback. That´s true indeed! PS: Somehow I got the intention, that you and the RavenRock-guy won´t become friends anymore in this life. I guess leaving the party was his best option. Link to comment
Popular Post Thorium 115 Posted October 29, 2019 Popular Post Share Posted October 29, 2019 The problem with modding Sacred 1 is. It was never meant to be modded and there are even intentional barriers put in place to make modding harder. Some of which have been removed with our unofficial 2.29 patch. Then you got no source code. No plain text scripts like in Sacred 2. And tons of bugs. The biggest issue we faced, when making the VeteranMod was the amount of effort and time required to reverse engineer Sacred to be able to only make small changes and fixes. What the ReBorn team has achieved is beyond awesome. It's not only a matter of having people who want to contribute but to have people who are willing to put insane amounts of time into reverse engineering and seeing only small progress for long periods of time. Some of the stuff the ReBorn mod does, I didnt even dream about. Like fixing damage replication in multiplayer. I am glad if our tools helped in the creation of ReBorn, but the team did so much more than just use existing tools. I don't even want to know the number of hours wasted debugging. Well, LifeLeech is on the horizon and as metal said, he is actually part of the LifeLeech team as well. LifeLeech is no Sacred, but the most similar to Sacred since Sacred 2. 2 Link to comment
Dax 481 Posted October 29, 2019 Author Share Posted October 29, 2019 Another puzzle piece! How interesting. Strange, that a game company tries to prevent modding at all costs. Ok, it were other times back then. Modders were rather regarded as Blackhats, that only come to destroy. Damn you, stupid Ascaron! I had the question with all the bugs in my sleeve, but you was a bit faster. Didn´t they say, quite proudly, that they had a second studio, that takes care of the quality assurance? I don´t know what that studio did exactly, but they didn´t perform well. Maybe they simply refused to open the box of pandora and had several cups of coffee instead. However, I´m gladly looking toward a new version of Reborn and of course your project is on the radar too. Thumbs up for both of you! Link to comment
Thorium 115 Posted October 29, 2019 Share Posted October 29, 2019 (edited) 4 hours ago, Dax said: Didn´t they say, quite proudly, that they had a second studio, that takes care of the quality assurance? I don´t know what that studio did exactly, but they didn´t perform well. I think it was called QuallityFour or something. It was based in Potsdam (near Berlin, Germany). They opened this up while developing Sacred 2, it was not existing in the times of Sacred 1. Edited October 29, 2019 by Thorium Link to comment
gogoblender 3,070 Posted October 29, 2019 Share Posted October 29, 2019 4 hours ago, Dax said: Another puzzle piece! How interesting. Strange, that a game company tries to prevent modding at all costs. Ok, it were other times back then. Modders were rather regarded as Blackhats, that only come to destroy. Damn you, stupid Ascaron! There was "value" from doing this ten years ago for companies. Revenue from a "secret recipe"... lol in fact thats what one of the devs posted on the Sacred International Forum back in the day... there was no way to get any info on builds ore mechanics unless you actually tested. Fun stuff gogo Link to comment
Dax 481 Posted October 30, 2019 Author Share Posted October 30, 2019 Well, then I would say that the studio was lucky, that the community didn´t abandon them. I remember how I stumbled clueless across the gameworld for the first twenty hours or so. Learning was painful, I dropped several heros after they ate every rune they could find, skilled them forward and backward, tried to make it to a big city, hoping for top-gear traders, only to get disappointed... It was very frustrating. Sakredwiki and some guides I´ve found, helped me out of that hole and made me stay finally. But to be honest: I was about to leave. If someone would ask: "Shall I buy S1?", then I´d encourage him to do so, but I´d encourage him aswell, to get himself a guide and to spend some hours at sacredwiki, before he wastes his characters. Because that is what will definitely happen, if you start gaming without at least a rough understanding of Sacreds game mechanics. By the way: Who onws the rights of the franchise now? Link to comment
gogoblender 3,070 Posted October 30, 2019 Share Posted October 30, 2019 10 hours ago, Dax said: Well, then I would say that the studio was lucky, that the community didn´t abandon them. I remember how I stumbled clueless across the gameworld for the first twenty hours or so. Learning was painful, I dropped several heros after they ate every rune they could find, skilled them forward and backward, tried to make it to a big city, hoping for top-gear traders, only to get disappointed... It was very frustrating. Sakredwiki and some guides I´ve found, helped me out of that hole and made me stay finally. But to be honest: I was about to leave. If someone would ask: "Shall I buy S1?", then I´d encourage him to do so, but I´d encourage him aswell, to get himself a guide and to spend some hours at sacredwiki, before he wastes his characters. Because that is what will definitely happen, if you start gaming without at least a rough understanding of Sacreds game mechanics. By the way: Who onws the rights of the franchise now? What is a chicken? A chicken is an egg's way of reproducing itself ...got that natty line from the latest season of Fargo...in that ultra chilling cuckold scene featuring david Thewlis as the Darkest Villian..its a great step back assessing cause and effect.. As regards to Sacred...I'd always thought that it was the lack of published information and Ascaron's "secret recipes" that caused the bloom in online gaming forums and the Game Wiki's which went up... Most of our time on the forums were spent experimenting and reporting results of builds and new Ca's... very fun days and we met so many friends because everyone had to support each other to stay alive on the Hard Core Servers. gogo Link to comment
Dax 481 Posted October 31, 2019 Author Share Posted October 31, 2019 Some more suggestions for SacredReborn: Monster adjustment - Large monsters aren´t dangerous at all. Giants, ogres and giant spiders & cave fish deal only tiny damage compared to their size. More resistance would increase their potential - More speed for ghosts & lifeleechers (250+) + good resistance vs all damage types like glorbs/bronce glorbs, to put pressure on ranged characters Is unresistable damage possible? - Scorpions, snakes, harpies, wyvern and zombies and Ghouls deal lots of poison damage. More accuracy is needed & finally, the player has to collect antidotes - Additional, good and strong fire damage for flying lizards. (They are dragons after all) - Powerful damage-resistance (like bronze-glorbs) for all gargoyles + increased physical damage - A heavy damage resistance for Zombs would makes sense due to the Zombs slow movement rate. - Extra-physical resistance and damage for bears so that they can go berserk. (: - More speed for wolfes, plus skeleton-like attack rate. Increased physical resistance for armored wolfes Suggestions: - Underworld monsters are getting summoned by sakkara priests & mages instead of classic campaign monsters. - Goblin-Wizards summon wolfes - If possible one day: Skeleton-mages summon ghostly orcs and citizens - If possible one day: Several creatures are getting summoned, like it´s known from the giant spider Link to comment
Dax 481 Posted November 5, 2019 Author Share Posted November 5, 2019 (edited) - Increased perception range for all monsters to put pressure on the player Increased perception range exits already. Head to the Diablo village, wait until the giant spiders summon the tiny spiders. There you go: The tiny spiders detect you from a large distance. - Hostile protective spells have several-effects & protect all creatures in radius of x meters Imagine several creatures in a certain radius getting protected by fireshield and stoneskin at once... - Camera mod Faithful has a modified camera, the zooms out a bit more at max distance. I know you aren´t friends, but the concept is good. Malus: For ranged characters life gets even easier. (EDIT: Faithful has no camera mod. My fault.) - Potion mod Antidotes increase poison resistance by +3000 for 30 seconds or so. Blue Potions give +250% XP, the player can decide if he wants to level up quickly, or if he takes the long way Black Potions grant 10 to 30% Str to attack / remove undead to death 100% chance - Statue mod Statues grant more extra damage, increase criticals, or cast a certain protective spell. Duration: 180-300 seconds. I also encountered some strange monster abilities at the Diablo village that might be worth a look: - Zombie-Villagers can melee-attack from a large distance - Zombie-Villagers can come back to life, like skeletons, if killed by a high level spell. It was an older version of reborn. I used a spellcaster build and the bloodkiss-spell to kill them. It was quite surprising, though. Edited November 7, 2019 by Dax Link to comment
Dax 481 Posted November 19, 2019 Author Share Posted November 19, 2019 (edited) Hello MetaL I´d like specify the horse-killer bug a bit: If I´m using a full (Vampire) Dalmar-set, along with wounds-increase-damage-dealt build and fight mounted, the horse definetely will die sooner or later. It does not matter if it is day or night. The horse will die aswell if I´m using a weapon with no lifeleech at all. The horse dies far less often if a weapon with massive lifeleech is used. I tried "Pike", "Magic Resistor" and "Lance of Vampires". Gave it a twenty minutes run with all three weapons and the survival rate was way better. So, I believe it´s a damage calculation bug, which reaches a critical level sooner or later. Flagging horses as immortal should solve the riddle. Edited November 19, 2019 by Dax Link to comment
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now