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Lindor's Mod for Sacred 2 EE development Thread


Lindor

Beta version yes or no?  

2 members have voted

  1. 1. Should i publish an early test version of my unfinished mod?

    • Yes, I want to participate in playtesting.
      1
    • Generally I'd like a Beta version, but if it's really so unfinished yet, you should work on it a little bit more first.
      1
    • No, don't publish until it's perfect.
      0


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3 hours ago, Lindor said:

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?)

You would need to append _small to the name of the large icon to construct the filename, and make sure the format is uncompressed TGA.

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29 minutes ago, Flix said:

You would need to append _small to the name of the large icon to construct the filename, and make sure the format is uncompressed TGA.

These requirements are fulfilled yet it still isn't working:dntknw:

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16 hours ago, Lindor said:

make Temple Guardian can no longer yield any weapons but energy pistols

That would also make the battery quite a superflous item as it can no longer be used. Not that anyone ever wanted to use that before as it was never a properly supported playstyle. Just saying that when it's no longer usable as a weapon,maybe it should be reworked to do something else.
Forget this statement, as I just remembered people could still fist-fight to enable the battery...
 

16 hours ago, Lindor said:

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.

Well people will always farm fixed quest rewards if they are good, so you use fixed quest rewards only to give a certain controllable baseline. For example in D2F there are no rare weapons with LL% and there is a quest that gives a LL% unique throwing star. The quest basically ensures that you can have this mod "early" wether you got lucky with other loot or not. It creates a reliable baseline you can plan your character around.
For the quests you mentioned, especially the epic office quest, a fixed reward will always suck. Either it is enormously OP and you can't play without it, or it will never be worth to do this enormous quest and will just be ignored.
I'm not sure if you can specify a high number of high quality random rewards for such quests, but balanced with the workload to complete these quests, that is the only idea for a reward I have. If you can't give a specified number of high quality random rewards directly, a quest could also spawn some loot Pinata enemies at the end that solve this as a workaround...

If you really want to prevent quest-farming in general you have to go the addendum route of removing all quests from free play modes and make Sp and MP campaigns exclusive to the corresponding character types. That way people can finally go back to duping the quest rewards through the shared stash... :)

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  • 3 weeks later...
On 9/16/2024 at 5:39 AM, SLD said:

That would also make the battery quite a superflous item as it can no longer be used. Not that anyone ever wanted to use that before as it was never a properly supported playstyle. Just saying that when it's no longer usable as a weapon,maybe it should be reworked to do something else.
Forget this statement, as I just remembered people could still fist-fight to enable the battery...

I didn't want to spoil too much before revealing my plans for the Temple Guardian, so let's just say you might or might not be right. If it turns out that what you're saying is correct, then I'll probably ban energy pistols as well. It would be sad though since it fits so wel thematically.

 

On 9/16/2024 at 5:39 AM, SLD said:

Well people will always farm fixed quest rewards if they are good, so you use fixed quest rewards only to give a certain controllable baseline. For example in D2F there are no rare weapons with LL% and there is a quest that gives a LL% unique throwing star. The quest basically ensures that you can have this mod "early" wether you got lucky with other loot or not. It creates a reliable baseline you can plan your character around.
For the quests you mentioned, especially the epic office quest, a fixed reward will always suck. Either it is enormously OP and you can't play without it, or it will never be worth to do this enormous quest and will just be ignored.
I'm not sure if you can specify a high number of high quality random rewards for such quests, but balanced with the workload to complete these quests, that is the only idea for a reward I have. If you can't give a specified number of high quality random rewards directly, a quest could also spawn some loot Pinata enemies at the end that solve this as a workaround...

If you really want to prevent quest-farming in general you have to go the addendum route of removing all quests from free play modes and make Sp and MP campaigns exclusive to the corresponding character types. That way people can finally go back to duping the quest rewards through the shared stash... :)

It would be possible for me to generate random quest rewards, but that would require the use of the lua math library. I know from experience that even though they're standard Lua Libraries, io and os cannot be used in lots (maybe even all) of Sacred 2 Lua scripts, they do not work and lead to errors and crashes. But I also know that questscripts.txt and quest.txt are both using the Lua math, string and table libraries and it seems to work just fine. We'll see.

The thing about my idea is, the reward would change on each time quest.txt is reloaded, so if you're accepting a quest based on the reward it's showing you, save and reload the game and then finish the quest, you might get somehing entirely different which would suck. I think in order to change the rewards displayings I'd have to be able to mod in assembly though which for now is outside my abilities. The only modder I know who ever reached that kind of skill was Dmitriy.

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3 hours ago, Lindor said:

The thing about my idea is, the reward would change on each time quest.txt is reloaded, so if you're accepting a quest based on the reward it's showing you, save and reload the game and then finish the quest, you might get somehing entirely different which would suck.

Or people would look at the reward in the questlog and reload until they get what they want :)

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