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Khorath

No Effect of +% Movement Speed?

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45 minutes ago, Khorath said:

Hi SLD, (actually I wrote LSD, corrected it again to LSD before getting it right on the third try... speaking of Freud... :Just_Cuz_21:)

But in that case it would be "high" not "hi" :)
 

46 minutes ago, Khorath said:

I had no idea, that this wasn't already widely known, because you guys are so incredibly knowledgable about Sacred 2.

Well. it wasn't known to me. And because of the mods it looks like it wasn't known to Flix or dimitrius at the time they made their mods. It is possible that some people already knew about this. "Widely known" is almost nothing here. The wiki is full of false information etc. There are also not so many active members here, so the knowledge that might be somewhere isn't spread that easily/widely anymore.

1 hour ago, Khorath said:

I too, had encountered this problem / feature before, when I wondered if I could make 'Dashing Alacrity' work on mounted movespeed. I remember Lindor giving me great advice about how to create specific bonusses, that could do that. While his advice was good, it didn't work out. I figured, that I must have done something wrong... but probably just ran into the cap. If Flix and Dimitrius154 didn't know about the cap, maybe Lindor wasn't aware of it, too.

I just looked at your discussion there, but you did not report anything on if/how it worked out. I mean it should have done something if you got it to work and then hit the cap. If it didn't work out at all back then, that would still be "unexpected" as mounts don't start out at 300, right?
As for the cap, the thread only aimed at getting the mount to be faster,  wether there were limits to that was not discussed there, so we don't know if @Lindor would have known.

Was fun dissecting all this and speculating on who might have known what at which point in time. In the end all that matters is that we know more now. :)

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On 10/23/2024 at 5:54 AM, Khorath said:

Hello dear forum-members,

while playing around with the balance.txt I changed the max.speed to 2000 (I.e. 200% instead of 150%). After starting the game later on with my high-level Sera I noticed (just as expected) that all animations are executed a lot faster than before after casting 'Dashing Alacrity' and raising the attack, cast- and movespeed to 200%. So far - so good.

But while the model now attacks very fast (working as expected) and seems to exercise a very speedy run, the actual movespeed (movement over ground) didn't seem so follow the faster animations - at least not to a degree I expected. So I began to test: Run a predefined distance multiple times and take the time with a stop-watch. I started without any equipment no buffs at 100% movespeed: My Sera needed quite exactly 16.40s for the distance.

With equipment and 127.5% movespeed indicated on the characterscreen I tested again - and again my Sera needed quite exactly 16.40s for precisely the same distance. Sure, the animation speed was visibly faster but the movement itself was not.

So I repeated the test with 150% movespeed, 175% movespeed and 200% movespeed. While the animations got increasingly faster - the time needed for traversing the same distance stayed exactly at 16.40s.

For clarification: I am using just the lasted CM patch 1.60 (starting screen says Version 2.65.2 - build 1837)

Did anyone of you notice this behavior? And even more interesting: Is there a way to fix this. This doesn't seem to be intended.

Thanks a lot, Khorath

 

EDIT:

This problem seems to be Seraphim related. I just tested the same run with a Dryad and the +% movespeed on equipment is definitely working. The Dryad got an effecitve  speed increase of about 1.2s with 30% movespeed. She took 17.50s without equipment and is down to 16.30s with equipment. While this isn't anywhere near a 30% speed increase (this is quite probably intended) it is a measurable increase. While using the Seraphim neither equipment nor buffs (Dashing Alacrity) had any measurable effect.

EDIT 2:

I found a possible solution to the problem above. Each creature has a runspeed defined in the creatureinfo.txt. (Sera vanilla runspeed = 190) For player characters this runspeed can be increased with +% movespeed, up to a cap of 300. At least I suppose there is a cap, because if you set runspeed=300 in the creatureinfo.txt for your character, +% movespeed no longer has any effect. If it is set higher than 300 no further speed increase is measurable. As I accidentially changed the base movespeed of my Sera to 300 in the creatureinfo.txt (I had forgotten, that I did this) I created the problem myself. So quite literally: My bad!

Bravo Khorah, oh brave Sacred explorer.. thou has brought more secrets of game mechanics! :dance2:   If this information is helpful, I can offer you access to SacredWiki, do you or @SLD think this could be helpful ?
:bounce:

gogo
 

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Hi Gogo,

thanks for your offer. I would gladly update the wiki to include this... but to be honest, I'm not sure that anyone would profit from this piece of information... unless they wanted to mod the game. What do you think?

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1 hour ago, Khorath said:

Hi Gogo,

thanks for your offer. I would gladly update the wiki to include this... but to be honest, I'm not sure that anyone would profit from this piece of information... unless they wanted to mod the game. What do you think?

I just remembered this is from modding and the wiki is vanilla … gosh making a wiki for all the mods … we’ll leave that job for the next gen!!

😆😆

gogo

ps I’ll still give you edit powers .. Muhahahah .. no telling where good intentions may flourish 🙏😍

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22 hours ago, Khorath said:

unless they wanted to mod the game. What do you think?

21 hours ago, gogoblender said:

I just remembered this is from modding and the wiki is vanilla … gosh making a wiki for all the mods … we’ll leave that job for the next gen!!

"wanting to mod" is not required as EE, D2F and the addendum all run into this problem already.
As for wiki and mods, D2F has its own section there already...

Btw the information of an internal 300 movespeed cap would be true for vanilla. Other info that only helps modders is already in the wiki as well. So there is no reason not to add the movement speed cap to the wiki.

Edit: I just remembered the above also shows its effect in the CM patch and that one is definitely heavily represented on the wiki. :)

Edited by SLD
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I have just checked the modding section of the wiki again. There is already a link to darkmatters.org for a topic called 'increasing character speed'.

Maybe I could link this thread directly underneath. I'll give it a try...

EDIT: Oh... I'm not yet allowed to do so. Maybe someone with the respective security-clearance can establish the link :smile:

Edited by Khorath
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This belongs on the page "Sacred 2:Movement Speed". Sadly that page doesn't even exist yet.
Creating that would require someone not just with permission, but also the knowledge on how to do it right, so I'm already disqualified :)
After that one would have to hunt down other places that talk about movement speed like the pages for armour and speed lore skills etc. and link it there.

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Ah, okay. In this case a highly competent person is required ... which I am definetly not.

I'll gladly help with the search for links, pages, etc. though.

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6 hours ago, Eru said:

From looking at the code, the actual cap seems to be 250. So it should affect even more cases.

On 10/23/2024 at 11:54 AM, Khorath said:

(Sera vanilla runspeed = 190)

That would already put vanilla characters over the cap with movespeed gear, right?
190x1.5=285>250? :connie_xmas-moose:

Or is the 250 cap a pre bonus one and the 300 post bonus?

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2 hours ago, Eru said:

Sorry about the confusion. The statement probably needs some context:

The speed is actually very fast, but it still confirms the remaining part of my post. As the Hippocampus only gets very fast, when one removes the speed cap of 250.

Ah ok, I did not consider the possibility of removing the cap :)
Now it all makes sense :cow:

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On 11/4/2024 at 8:21 PM, Eru said:

Edit: Regarding Bonus_Speed_Limit: I am not sure where this is applied. I think it should affect the relevant balance.txt cap. But I need to actually test that.

Edit2: Yes, Bonus_Speed_Limit seems to increase the cap of the speed factor (I.e. the values from balance.txt). At least judging by the tooltip. I only tested it for attack speed, but it should probably also work for run speed, when changing the spez.

Sorry. I'm afraid I did not understand this completely. What did you exactly mean with 'balance.txt cap'? I know the 'SkillAttackSpeedQuot' and 'SkillMoveSpeedQuot', but they don't seem to be a 'cap' in the way they function...

Is there another cap in the balance.txt?

I'll conduct a few tests with different movement speeds. Judging solely from my perception, I would say the 'effective' speed cap (including Bonus_Speed_Limit) is closer to 300 than to 250. Let's make a few test runs ...

BTW: There are a few ways of moving faster than the cap even in vanilla: Assailing Somersault for example. It let's you jump / skip parts of the map, so that the camera can't follow correctly. It even produces separate explored spots in the fog on the unexplored map rather than continous clearance...

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