Popular Post steinerrr 13 Posted September 22, 2014 Popular Post Share Posted September 22, 2014 (edited) Hi all. I have actually developed this mod almost a year ago but somehow overlook the Darkmatters forum and it was first released in a different language. Nevertheless. The purpose of the mod is to make combat tougher as the world of sacred is just too nice with players, especially comparedto Sacred 1. I was looking to bring back that intense original Sacred feel into the nice graphical engine of Sacred II. What it does: 1) More enemies - enemy populations on maps are boosted 2.5x 3x on average, respawn times 3x slower to compensate. 2) Tougher Elite troops. Most Elite enemies are substantially tougher combatants, doing more damage and having much better chance at actually hitting the players, especially higher-level ones. 3) Slightly boosted bosses. Boss-grade enemies are slightly boosted in their fighting capability (around 20% overall) and they also are more accurate in their attacks and are more capable of actually hitting the players. 4) Boosted rewards - to compensate for the increase Bosses and Elite enemies will drop 50% more items and gold and will provide 100% more experience. Additionally, there is some more variety and more stuff to purchase from vendors compared to vanilla, even if you don't have the trading skill. 5) More pronounced difficulty scale. Enemies scale somewhat higher in difficulty as you progress along the quest line. Expect tougher resistance in endgame regions of Ancaria, while starter regions are pretty much vanilla but for the numbers. All in all common sense was observed at all times while making this mod. Enemies that look scary and tough are badass, but dont expect to be ripped up by rats or small desert bugs, they are still nice, fluffy and vanilla. Requirements: Sacred 2 Gold + Community Patch 1.60 or Sacred 2 Ice & Blood + Community Patch 1.60 The mod comes with own installer and can be one-click switched anytime between the mod and vanilla CM140. It will not affect savegame compatibility, characters or equipment in any way if you are using only the Community Patch and can be harmlessly switched on and off. Link: https://www.dropbox.com/s/1kgc6fyuoj54bei/SurvivalCM160.zip?dl=0 Edited June 30, 2019 by steinerrr 3 Link to comment
Flix 5,191 Posted September 22, 2014 Share Posted September 22, 2014 Whoa awesome! Thanks for making this. I've always wanted to do something to make the difficulty of champion and Boss enemies feel more "dangerous" but I never knew quite how I wanted to do that. I tried Moony's Challenge Mod but it added a zillion more enemies and packs of bosses which was kind of insane. I also tested Elite Figher: T-Invasion and instantly got 1-shotted by a random zombie. It didn't feel quite right. Can you perhaps tell me how you reduced the respawn rate? This has always been a HUGE pet-peeve of mine with the Sacred series, that enemies respawn far too fast. I figured out how to alter the spawn count but not the rate. 1 Link to comment
steinerrr 13 Posted September 22, 2014 Author Share Posted September 22, 2014 (edited) Whoa awesome! Thanks for making this. I've always wanted to do something to make the difficulty of champion and Boss enemies feel more "dangerous" but I never knew quite how I wanted to do that. I tried Moony's Challenge Mod but it added a zillion more enemies and packs of bosses which was kind of insane. I also tested Elite Figher: T-Invasion and instantly got 1-shotted by a random zombie. It didn't feel quite right. Can you perhaps tell me how you reduced the respawn rate? This has always been a HUGE pet-peeve of mine with the Sacred series, that enemies respawn far too fast. I figured out how to alter the spawn count but not the rate. You'd be laughing but the respawn setting is in the old good balance.txt respawnTimeStandard = ...... Elite Fighter: T-invasion was my creation as well . The problem with that mod was the fact that I did not properly palytest it. Actually I tested it with my level 190 BFG/100k shield/90% mitigation Seraphim and I did just fine . THey actually managed to scratch me a bit. This mod incorporates some parts of the old good T-invasion mod, just without the insane op monsters. Edited September 22, 2014 by steinerrr Link to comment
Flix 5,191 Posted September 22, 2014 Share Posted September 22, 2014 (edited) You'd be laughing but the respawn setting is in the old good balance.txt respawnTimeStandard = ...... Elite Fighter: T-invasion was my creation as well . The problem with that mod was the fact that I did not properly palytest it. Actually I tested it with my level 190 BFG/100k shield/90% mitigation Seraphim and I did just fine . THey actually managed to scratch me a bit. This mod incorporates some parts of the old good T-invasion mod, just without the insane op monsters. I am laughing because I should have found that but I didn't! I thought it might be Spawn_FactorPM but that turned out to be something else. Thanks! Yeah, I left a nice comment in the Elite Fighter thread a while back because it seemed pretty cool at first but champions were too powerful. That makes me more excited to try adding this mod to my game. Edited September 22, 2014 by Flix 1 Link to comment
Ironwill 135 Posted September 22, 2014 Share Posted September 22, 2014 seems like a godlike improvement,does it have any conflicts with community item mod? 1 Link to comment
Flix 5,191 Posted September 22, 2014 Share Posted September 22, 2014 For all its changes, this is a small mod that only alters a few scripts: balance.txt creatures.txt spawn.txt spells.txt Therefore it's completely compatible with the CM Items Mod. Installation order does not matter either. That might change when the new CM Patch 1.50 is released soon. This mod may have to be updated. 1 Link to comment
Flix 5,191 Posted October 16, 2014 Share Posted October 16, 2014 Just wanted to post a little update about using this mod with the new CM Patch 1.50. Balance.txt, spawn.txt, and spells.txt are unchanged from CM 1.40 -> 1.50, so there's no conflicts there. However, creatures.txt was changed from CM 1.40 -> 1.50. So if you install the Survival Mod on top of CM Patch 1.50 you will lose a few of the new (minor) CM changes to creatures.txt, mainly the change of the boss Haenir from a Yeti to a human. Otherwise the mod is actually perfectly playable and safe to install without breaking anything. However uninstalling the mod using the uninstaller provided with the mod will revert the files to 1.40 (again not an issue for 3 of the 4 files in question since they're identical), but you'll end up with an outdated creatures.txt after uninstall. So it might be best to backup your vanilla creatures.txt manually and then replace it yourself after using the Survival Mod uninstaller. ============================================ Steinerrr I hope you'll consider updating the mod for CM 1.50 and maybe releasing a version of this mod that works with the Generic Mod Enabler (or giving me permission to package it). It could make managing compatibility with other mods a lot easier for players and other modders. 1 Link to comment
m3chladon 3 Posted January 18, 2015 Share Posted January 18, 2015 Can we get a new download link? The one in OP doesn't work anymore and this was a sweet mod Link to comment
CraYen 1 Posted March 15, 2015 Share Posted March 15, 2015 Link is dead :/ Can someone ressurect it? Link to comment
Popular Post Flix 5,191 Posted March 15, 2015 Popular Post Share Posted March 15, 2015 Here's a download link for it. While I was at it, I updated it for the latest CM Patch, 1.50. Sacred 2 Survival Mod Download Both versions are included: the old installer for CM 1.40, and the new one for CM 1.50, which I made to be used with the Generic Mod Enabler (installation instructions in the ReadMe). Just choose the one that corresponds with your CM Patch version (everyone should have 1.50 by this point, but for completion I put both). Compatibility: Mod is compatible with CM Items Mod 1.2a, both undressed Mods, and Wardust's Serious Textures. NOT compatible with anything else, although Enhanced Spells and Diablo 2 Fallen both have difficulty modes that replicate most of the features of this mod. 3 Link to comment
steinerrr 13 Posted July 3, 2018 Author Share Posted July 3, 2018 Guys, its been awhile, but I decided to come back for a moment and update this mod to CM160 So, here it is: Survival for CM 1.60 Have fun! 1 Link to comment
gogoblender 3,304 Posted July 4, 2018 Share Posted July 4, 2018 11 hours ago, steinerrr said: Guys, its been awhile, but I decided to come back for a moment and update this mod to CM160 So, here it is: Survival for CM 1.60 Have fun! Steinerr, good seeing you back here on the boards, and thank you for your update to your mod! ogo Link to comment
Flix 5,191 Posted July 24, 2018 Share Posted July 24, 2018 Mod download has also been updated on the Sacred 2 Nexus. Link to comment
gogoblender 3,304 Posted July 24, 2018 Share Posted July 24, 2018 7 hours ago, Flix said: Mod download has also been updated on the Sacred 2 Nexus. Thats awesome! Flix is is possible to upload this to DarkMatters as well? gogo Link to comment
Flix 5,191 Posted July 24, 2018 Share Posted July 24, 2018 Absolutely, I guess I was going to leave it up to @steinerrr since he's still somewhat active on here? I'm finally getting around to updating all the other old mods for CM 1.60 so maybe this weekend I'll see about getting this one in our downloads section too. Link to comment
gogoblender 3,304 Posted July 24, 2018 Share Posted July 24, 2018 52 minutes ago, Flix said: Absolutely, I guess I was going to leave it up to @steinerrr since he's still somewhat active on here? I'm finally getting around to updating all the other old mods for CM 1.60 so maybe this weekend I'll see about getting this one in our downloads section too. I sent him an email this morning to see if he's around as well so he can see whats happening gogo Link to comment
Popular Post steinerrr 13 Posted June 30, 2019 Author Popular Post Share Posted June 30, 2019 (edited) It's been awhile, but nonetheless. Hey guys, @Flix and @gogoblender I'm not really active, but I am revisiting Sacred 2 occasionally. Just to be clear - I am granting you full rights to do anything you want with the mod. Feel free to modify it, use/copy its scripts, incorporate it into any other mod, manage its availability/downloads and anything else. Sorry, I should have done it a really long time ago. Anyone still playing Sacred, this is public property now. Also, I have some time to revisit this over the next few weekends. So if any users of this have any suggestions/wishes, please post. Edited June 30, 2019 by steinerrr 1 1 Link to comment
VadiusGladius 1 Posted May 8, 2021 Share Posted May 8, 2021 Hy steinerrr, I´m also a big fan of your Survival-Mod. So there is one thing, I´d not understand about it. If I activate it and play for 2 h and suddenly die because some Elite troops hit me to death, the game is saving automatically and me (High Elf) is going back at some "save point". So, and now all the Enemies are abruptly not 10 or more levels above my own level. No no no, they are the same level like me ?! In addition my states like damage with my staff or spells are reduced. From 2500 fireball to 2340 dmg. Pls coud your give me some advice because I´m tired of using an older Savegame data. You must know that I doesn´t matter if I deactivate the Mod or not. The level and the states are still reduced. Thank you for listening. May I hear soon from you. Best wishes your confused Sacred 2 Player 1 Link to comment
gogoblender 3,304 Posted June 5 Share Posted June 5 On 5/8/2021 at 1:51 PM, VadiusGladius said: Hy steinerrr, I´m also a big fan of your Survival-Mod. So there is one thing, I´d not understand about it. If I activate it and play for 2 h and suddenly die because some Elite troops hit me to death, the game is saving automatically and me (High Elf) is going back at some "save point". So, and now all the Enemies are abruptly not 10 or more levels above my own level. No no no, they are the same level like me ?! In addition my states like damage with my staff or spells are reduced. From 2500 fireball to 2340 dmg. Pls coud your give me some advice because I´m tired of using an older Savegame data. You must know that I doesn´t matter if I deactivate the Mod or not. The level and the states are still reduced. Thank you for listening. May I hear soon from you. Best wishes your confused Sacred 2 Player Steinner, Im reading your posts...this mod looks insane! would you be able it to the DarkMatters section for dowloads here pls? https://darkmatters.org/forums/index.php?/files/ gogo Link to comment
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