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Silvist

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Everything posted by Silvist

  1. I'm no expert on how the IE works, but I've been doing quite a bit of modding since i stumbled across this projects work. Firstly, I'd like to thank you guys for all the hard work! I'm not sure why this is the case, again could be IE related. I've fixed my texture paths a completely different way with the spells/abilities I've modded. I simply loaded up a save unmodified, took the talent/spell and saved. Then I exited the game, and copied over my modification and loaded up the save. I took note of any changes rest per day > to modular > out of combat..etc. I didn't activate the skill, since that seemed to sometimes cause bugs. Then I saved the game again. I exited the game again, and copied back over the unchanged/original file. Loaded up the save again, and my modification had stuck (no pink textures). I tried resting, zoning, and even different game versions. From what I could tell it worked in 1.30, 1.30 with IE, and 1.3.530. I'm don't have much experience when it comes to hex editing, but I got quite a bit of modding experience. From looking at the hex code of talents/spells; I saw no clear texture path. Is the texture path in only digits? The only references I saw was lines starting with CAB-; which was at the start after the unity version, and further down in the code. The only file paths I saw seemed to be near the bottom of the code. I did perhaps see some kind of color/shader coding, but no exact texture reference. Is the texture references not in the unity3d files? If so this may explain why what I did above worked. Thanks again for the hard work!
  2. Its extremely easy, because they aren't really that fast. The area they are in has alot of corners. So with that being said, you can mow them down 1 by 1 if you use a rogue with a bow. The trick is to find the distance in which they will turn back from you (typically near corners). This also means you can't be near them, and want to be on the edge of your field of vision (meaning you can just barely see them). If your party can handle 1 ogre at a time, you can also use this method for pulling them back to your party. I did this with the boss, due to the annoying Ogre druid. You can do this with any class, but I prefer rogue for the blinding/crippling strike. Once you get Deep wounds, most mobs die extremely fast with this method. So its basically hit and run, until they die. If you let them leave battle though, they will heal up. The more movement speed/attack speed you have, the more viable this becomes. (fast runner for instance)
  3. If the negative penalty from shields applies to spells, then the same can be said about the reverse. Meaning, weapons that have accuracy bonuses also apply to spells as well. You can also use traits to boost up accuracy. Otherwise, talents that are modular that give -acc, but boost your dmg would be useless. Everyone has a right to play the wizard as they see fit; after all this is an "rpg". If you want to talk about what's "optimal", that would depend on your build. I also forgot to mention that there are many spells that are cone or line; making it even more difficult to utilize if you are behind all of your party members. Also, bows and guns seem to have alot longer range than wands and scepters/staves. Meaning the wizard will move in front of those users regardless.
  4. I used a shield prior to getting another good weapon to offhand. If you get enough accuracy from your gear/talents, you can offset the shield penalty. Especially once you get higher level. Wizards can be in the front as well as the back. The biggest disadvantage the wizard has is low stam/hp and defense like deflection/reflex/etc. Though you have spells to compensate this. Unless you build it properly, its pretty hard to be the main tank for your party (due to having to rest). I play my wizard more like a rogue, in terms of engaging from the flank. I let my main tank go in first to draw as many mobs to him as possible. The reason being in the back is not always wise for a wizard is due to some spells that have small ranges (like touch attack spells), and arcane assault. There's been a couple instances in my current play through where my tank went down during a boss fight (or huge pack of mobs). My wizard stepped up using full buffs, and lasted just fine. You just have to make sure you keep an eye on your buffs at all times. The biggest disadvantage to wizard period is your limited spells per rest. Arcane assault is something I use prior to even using a basic spells for damage. I always have a wand/scepter for my weapon swap, so in case I exhaust my spells...I can safely go back to ranged dps. Some mobs in this game are really tough to melee, especially when they explode lol. So regardless of your class its probably wise to always have a ranged weapon.
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