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  1. Version v0160 Hotfix

    70,584 downloads

    The Community Patch for the Sacred 2 Fallen Angel Ice & Blood PC game works with versions 2.65.1 and up: Current version is: 0160 Hotfix released December 18th, 2017. Currently supported Languages include: English, German, French, Spanish, Italian, Russian, Polish, Hungarian, and Czech. If you want to help with localization for your language not mentioned above, feel free to contact us via: E-Mail COMPREHENSIVE LIST OF ALL CHANGES ---> https://drive.google.com/file/d/1_2UcD-_lE-D2-yokJ6_3Ywfm7375yXNB/view =================================== Info below from DarkMatters.org by czevak What does the CM-Patch actually do? Marcuswob is mainly working on the questscripts. Main goal is to have a proper(!) questlog, and tweaking some quest-flow as we find it better/more consistent to play. Also reactivation of unused quests and complementing some unfinished new ones has been and will be done if possible. I am pretty much working on all of the other stuff. (Items, Bosses, Monsters, odds and ends...) This includes unlocking Stuff thats already finished, but did for some obscure reason not make it to the game. That's the easiest part. Completing unfinished items, some legendaries and uniques or the T-energy-sets (= wrappings of mutation. ) takes a lot more time. Also balancing of bosses, items and spells is time consuming and we need a big crew of beta testers! We already fixed and included in the Patch: Unlocking XMAS-Island, Fistweapons, Throwing Potions, New Sets for TG, SW and all other Chars, New Uniques, New Legendaries, New Quests, fixed the "Arkenmarks Refuge" Dungeon, Unlock Items can drop regularly, unavailable Shrinkheads can drop now and various other fixes and additions too numerous to mention all here. Just read a bit in the thread. Before you proceed to Download, there is some legal stuff to mention (you know how it is. ): DISCLAIMER - This is a private, non-profit patch for the amazing Sacred 2 community. Use it at your own risk. We are not responsible for any damage to chars, data or hardware, that (may) arise or issue from using this product. Old characters are NOT COMPATIBLE. For best results, you should create new characters when playing with the Community Patch. Expect broken quests and items if you use character created before CM 1.60. The ZIP includes two files: cm-enable.exe which is used for installing the CM-Patch, and cm-disable.exe which removes it and restores your previous version of Ice & Blood. =================================== Credits: Developers: Marcuswob, Czevak, LazyTomcat, Pesmontis, Silver Fox, Dimitrius154, Flix Thanks to all bug reporters, testers, and translators. Your contributions, discussion, and feedback helped make the patch what it is today. Special thanks to Mr. Norbyte for his tool which was vital in solving many animation problems. >>Downloadable 1.60 Change Log<< NOTE: It seems that CM Patch 1.60 has introduced a minor issue. Its description can be found in this post. This issue can be resolved by navigating to ...\Sacred 2 Gold\scripts\shared and editing spells.txt with Notepad++. In line 656 where it reads entry0 = {"et_mult_weapondamage", 1000, 0, 0, 9 }, replace 1000 with 1. Save and you're done. Be sure to back up the file prior to editing it. If you have any doubts about it please post in the comments section.
    34 points
  2. Version 3.2a

    13,355 downloads

    Sacred 2 Enhanced Edition by Flix Sacred 2 Enhanced Edition (S2EE) is the continuation of my work on older mods such as Enhanced Spells and the Community Patch, of which S2EE is meant to be the successor. S2EE contains hundreds of bugfixes, as well as numerous gameplay enhancements such as redesigned balance, quality-of-life improvements, and cosmetic changes. Enemies are more challenging, quests are more rewarding, and items are more varied, unique, and useful. This mod also features AI-Upscaled Textures that will work if the Elite Textures are installed. These all-new HD textures will be used for the DLC and expansion content which never received any official elite textures. S2EE is designed for the player to install the CORE module, then they may install some optional add-on modules. See the "Sacred 2 EE Manual.pdf" for full list of modules and features. Currently supported languages: CORE module: English, French, German, Italian, Polish, Russian, Spanish, Hungarian. Alternate Spells: English, French, German, Italian, Polish, Russian, Spanish. Optional Modules: Alternate Spells - Swap out several vanilla combat arts with new custom ones. Challenge Mode - Significantly increased difficulty. SuperSpawn - Increases enemy spawn count by 2-3x. Enhanced Music - A game-wide expansion pack for all regional background music. Portrait Overhaul - Revamps all the NPC and enemy icons with new artistic portraits with more character and personality. Free-For-All Quests - Makes all quests available in all game modes, and allows all bosses to respawn each game session. Classic Icons - Restores the aspect background and combat art icons to vanilla. Classic Icons for Alt. Spells - Change the aspect background and combat art icons to the "classic" style. ================================================= Installation: If upgrading from vanilla or EE 3.0 and below: I HIGHLY advise NEW CHARACTERS or you may have broken spells & quests, re-rolled bonuses on gear, or other odd behavior. Download the Generic Mod Enabler (GME) and install it to your Sacred 2 root folder. Mod Enabler is available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml For Steam the root folder is C:\Program Files (x86)\Steam\steamapps\common\Sacred 2 Gold For GOG or disk version, the root folder is wherever you installed the game, for example C:\Sacred 2 Gold After running the GME once, it will make a folder called "MODS" there. Extract/copy/move the contents of the compressed zip file into the "MODS" folder. There should be 9 folders (the Docs folder need not be placed in the MODS folder). S2EE contains one CORE module and eight optional add-on modules. You must install "Sacred 2 CORE EE 3.2 - Required" at the very least. Run the GME and enable the CORE module. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish. - Optional - add-on modules should be installed afterward. Do not install any of the add-on modules without the CORE module installed first. Overwrite warnings are to be expected when you install the optional modules. ================================================== Compatibility: This mod requires Sacred 2 + Ice & Blood expansion with the latest patch (2.65.02) installed (or simply Sacred 2 Gold). This mod additionally requires that Community Patch 1.60 be installed. No previous versions or components of the old Enhanced Edition should be installed. No mods that alter scripts will be compatible with S2EE. This includes: Diablo 2 Fallen, Boss Arena, Age of Heroes, Survival Mod, Llama's Mod, Wardust's Mods, Dimitrius's Patch Addendum Mods that are known to be compatible: Music Mods, Interface Mods, Main Menu Mods, Reduced Fog, Elite Textures (either official or the unofficial "trimmed" version), and simple texture mods like Eye mod or Grass mod. ================================================= Development (Enhanced Spells module): For detailed list of changes to combat arts (and Alternate Spells) , and for pictures and videos, and development info, visit this thread: ================================================= Known Issues: Not all properties of a Combat Art update dynamically in the CA tooltip text. This is a pre-existing issue in the vanilla game as well. However rest assured that all properties of Combat Arts should be clearly described in the CA description text and will appear (if applicable) in the Sigma bonus overview and/or character overview. Dragon's Wrath cannot go into a combo. No known solution. If you find bugs, exploits, or other issues, don't forget to let me know so I can address them. ================================================= Credits: Flix - Main author, scripts, game texts, textures, sounds, icons. Dimitrius154 - programming, scripting, advice, asset importing. Pesmontis - new model importing, text encoding tools. desm - French translation. Shadowflare85 - German translation. KrystianCzach243r - Polish translation. Nikoleagle and LordKomar - Russian translation. Deivix - Spanish translation. Pokolfajzat - Hungarian translation. Loromir - Italian translation. Lindor - reworked Ancient Bark FX. Ysendra - new Daemon textures. SX255 - new Deathly Spears icon. Luthal - helped work out how to handle summoned minions. Caledor - ideas on adjusting balance, skill effects, and the interface. Charon117 - tools for cleaning & optimizing scripts. Everyone who played the mod and posted feedback. Gogoblender and Schot - hosting this mod on DarkMatters. Llama - making his CM Patch Mod and showing me the way into modding Sacred 2 spells.
    15 points
  3. Version 0.0.1

    340 downloads

    10 points
  4. Version 1

    2,498 downloads

    Reduced Fog Mod for Sacred 2 This is a simple mod that makes the fog in the game more transparent, allowing you to see further into the distance. Installation: If you don't have the Generic Mod Enabler (GME), download it at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml Install the GME to your Sacred 2 installation folder and run it once. It will make a folder there called "MODS". Place the "Reduced Fog Mod" folder into the "MODS" folder. Run the GME again and you can now enable/disable the mod as you wish. Compatibility: This mod should be compatible with any other mod. It is already included with my mod "Diablo 2 Fallen". It does not require the CM Patch. It was tested with the Ice and Blood expansion, but it would probably work with the base game Fallen Angel as well. Known Issues: Depending on your camera settings and positioning, you may notice some "pop-in" of distant objects like trees and buildings. If you have a slow computer or elite graphics turned on you may notice a slight performance hit when running.
    7 points
  5. Version 1.1

    161 downloads

    Sacred 2 Portrait Overhaul by Flix This mod is now included in the Sacred 2 Enhanced Edition. If you use that mod, you don't need to download the Portrait Pack from here. Introduction ======================== Every creature in Sacred 2, whether friendly NPC or enemy, has an icon created for it, This icon is displayed in various places, such as dialogues, merchant interfaces, the quest log, and the "Last Opponent" window, which serves as a kind of recent Bestiary. In vanilla, these icons are made from 3D renders of the creature in question. This is a great idea in theory, however these renders are squashed down into tiny 96x96 icons, which means in many cases you can hardly tell what you are looking at. Even when you can, the models are usually very unappealing to look at in this format. Most either show the creature very far away or comically close up. This project aims to revamp all the icons with new artistic ones that are true to the look of the actual models but which also provide the creatures with more character and personality. This mod includes all NPC's and enemies, as well as the playable characters. What's NOT included: Items and quest-related objects such as monster heads & corpses. Destructible environmental "enemies" such as traps, catapults, barriers, etc. are also not included. Finally, I decided not include new portraits for Mounts, including Horses and all Special Mounts, as I deemed these portraits quite good already. Installation ======================== Download the Generic Mod Enabler (GME) and install it to your Sacred 2 root folder. Mod Enabler is available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml For Steam the root folder is C:\Program Files (x86)\Steam\steamapps\common\Sacred 2 Gold For GOG or disk version, the root folder is wherever you installed the game, for example C:\Sacred 2 Gold After running the GME once, it will make a folder called "MODS" there. Extract/copy/move the contents of the zip file into the "MODS" folder. There should be a folder called "Sacred 2 Portrait Overhaul". Run the GME and enable the mod. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish. Compatibility ======================== This mod should work with any version of Sacred 2, including Fallen Angel, Ice & Blood, or Community Patch 1.60. This mod should be compatible with any other mod, just install Portrait Overhaul last. Any mod that adds new/custom creatures not found in CM 1.60 would still use their old portraits. The Portrait Overhaul contains an xml fix for merchant and runemaster portraits being slightly off-center. This fix is already included in my mods Enhanced Edition and Diablo 2 Fallen, so it is safe to overwrite those mods' files with the Portrait Overhaul. I don't know of any other mods that use these files. Portrait Overhaul has no effect on save games and can be enabled/disabled at any point.
    7 points
  6. Version 2.0.0

    699 downloads

    Hi! Relatively new to posting on forums and retexturing here. There was a handful of helpful guides I've read from this site when I was new to Sacred (I still am) and thought I should post these to somehow give back and also because somebody out there may like one of the designs I've made. Please go easy on me I'm no pro at Photoshop. Still, I probably had more fun editing than I should, thinking it was RPG dress-up. Makes you feel like an ar-TISTE I've chosen the Daemon (or "Demoness" since Daemon sounds like a virtual CD drive to me) because she has wings, can fly, has horns, also the ample proportions ... did I mention the wings? Forgive the hint of blue on the larger images. They're from the character select screen. BASE TEXTURE. A femme fatale with horns and wings reminded me of Disney's Maleficent and so I gave her Angelina's eyes, brows, cheek contour and iconic lips as well as the skintight headpiece to cover up the bare head. The selection of the armor, spikes and whatnot will be the same for the rest only recolored. 5 skin tones for inclusivity and style including the original one. Lastly, wings could vary per color some inspired by characters from other games. NEUTRALS. There's only a few white character recolors which I can particularly remember maybe because it's hard to nail. I say there should be more. There's the chocolate skin for better contrast and since I already have both black and white I thought I'd give the Demoness another Disney villain retouch ... Cruella De Vil. SUCCUBI. None of the feathered wings I tried looked like that of an angel's on a bat wing model and so I just called her the Succubus; minimalistic but sleek nonetheless. Blue is the original, Red is a recolor. FAERIE DAEMON. Blizzard fan here. Played some of their old games and still do on occasion for the nostalgia. The wings above are that of a Faerie Dragon named Brightwing from the Warcraft franchise. Almost reminiscent of fairies from cartoons like Winx if you've ever heard of it. Colorful and Whimsical. GREEN IVY. Through with Red and Blue now for a Green one, another sexy villain ... Poison Ivy. Wings are supposed to be leaves but them looking like leathery dragon wings is still fine if not better. Armor design looks like Tinker Bell's but it's actually a leaf armor concept by a race of vegetable people called Sylvari from a game called Guild Wars 2. Googled it never played it. Stock image of vines on the arms and legs for a nice finishing touch. Best for Poison Daemon builds. VIOLET ZERG. Another Blizzard-inspired theme ... Kerrigan Queen of Blades from the Starcraft franchise. Once an intergalactic operative teeming with psionic powers who was abandoned to die during a battle with a reptilian-insect-like hybrid race of aliens called the Zerg. She was mutated to fight against her former race, ditching bras and growing 5 inches of razor-sharp exoskeleton for heels. I cannot hope to make the Daemon look exactly like her but still dem glowing eye veins ... almost reminds me of the echoing line, "Evolution Complete." BANSHEE. I consider this one a bonus inspired by countless reskins I've seen made by adding a colored filter to the original image. Instead, I played with the Invert filter making the Daemon look spectral. I find complementary colors interesting. Note that the Daemon, as well as the Dwarf, re-textures work different from the other 6 as they have a single file inclusive of all body parts so I regret to say, no mixing and matching for both of them. INSTRUCTIONS. Choose the one you like (file names are mainly by color or by how I described them here), decompress the ZIP file, and paste inside the PAK folder of your Sacred Install Directory. Enjoy!
    7 points
  7. Version 1.1.0

    346 downloads

    Fallen Angel Main Menu This mod replaces the Ice & Blood menu screen with the original one used in Fallen Angel. It can be used with any game version or any combination of mods and patches. Obviously you won't need this if you are still playing original Fallen Angel. This mod is meant to be installed with the Generic Mod Enabler, available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml Extract the contents of the Fallen Angel Main Menu zip file into the MODS folder created in the Sacred 2 root folder, after installing the Generic Mod Enabler there. You can use the mod enabler to enable/disable the Fallen Angel menu as you wish.
    6 points
  8. Version 1.0.0

    166 downloads

    Sacred, as I presume, has been released when grungy ornamental designs were "in". I'm no artistic guru but I think, however, that is not the case anymore as sleeker, minimalistic designs are becoming more prominent. Just notice how several brand logos and app icons are now simpler and less 3D-looking. With this, in addition to my love for the GUI aesthetic of the Diablo games I've made Sacred's a little darker and flatter to suit my taste. Attached are the modded and original versions using my BLACK ARCANNA wonderbabe for comparison. PIPES & ORNAMENTS. Right off the bat, everything is now a darker shade of gray, I.e. almost black, and the skill and inventory backgrounds were turned Black & White. I didn't remove the curves and vines but tried to make them less visible instead. WEAPON & SKILL SLOTS. Inactive and active slots were turned Black & Gold, respectively. BUTTONS. All the Blue icons are now White. POTION INDICATORS. They are now bigger using the image of a Diablo 2 endgame staple, the Full Rejuvenation Potion, as base. HEALTH METER. Turned less "glassy" and is now a darker shade of red. All bars below it such as horse stats and XP were also made a bit darker. CLOCK. Clock frame has been reverted to a B&W version of an older style. COMBO ICONS. There are a total of 8 combo icons from the texture files. I've replaced 2 to something I liked better and have also made them Black because the Blue and Yellow isn't doing it for me. Combo window background also turned violet. OPTIONS. Options screen, as well as the PAUSE menu and the LOAD/SAVE GAME screens among others, were also given the same treatment leaving the buttons gold or in their original colors. LOADING SCREEN. I got tired of the Wood Elf so I used the Dark Elf one and also got tired of him, but alas, no other character has been given bigger images like them so I custom made my own for all 8 from the journal portraits. BONUS. Since were already on the matter here are some tips I've learned so far for those who are very new to the game. I've been in your shoes (maybe I still am) and figured it would've been nice if I knew these earlier: TIP 1. The Dark Elf image is loading1.bmp inside the PAK folder. You could just back up the WE one and duplicate and rename the DE one as mentioned above to loading0.BMP (screen upon app launch). You can also do the same to replace the circular metal plate for the loadgame & savegame BMPs. TIP 2. I've read somewhere that to permanently skip the intro cinematics you just have to rename or cut & paste somewhere else the files "ascaron.wmv" and "oem.wmv" INSTALLATION. Copy and paste the unzipped files to the PAK folder inside your Sacred Directory. Backup original ones as needed. HAPPY GAMING!
    6 points
  9. Version v15c

    3,653 downloads

    Diablo 2 Fallen v15c Hotfix Patch for "Opponent's Armor -X%" modifier not spawning on weapons. Introduction: Diablo 2 Fallen is a semi-conversion mod for Sacred 2 that transforms the game world, character classes, items, enemies, and many more aspects into those of Diablo 2. Relevant Links: D2F Development Thread D2F Release Thread D2F on SacredWiki The Hellfire Arena Please read the following! This mod requires the latest version of the Community Patch (1.60) to be installed beforehand. Do not to have any other mods installed if you're going to play D2F. None. This is a huge mod and compatibility is very limited. Custom versions of many popular mods are already integrated. The Music Pack is a separate download available HERE. The music pack is required, otherwise you will experience some regions with no music at all. Leave "commentary" to NEVER in the options menu. If you don't turn commentary off you will hear a weird mix of vanilla and D2F character voices. Leave "Number of Speakers" to STEREO in the options menu. If you try to use 5.1 audio then the music and many sound effects will not play. The fonts needed for the interface are located in the "pak/fonts" directory of the mod. They are three .ttf files. Right-click each one and select "Install" to install them on your system. Detailed Install Instructions (New Users): Download the Generic Mod Enabler (GME) and install it to your Sacred 2 root folder. Mod Enabler is available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml Root folder for Steam is C:\Program Files (x86)\Steam\steamapps\common\Sacred 2 Gold Root folder for GOG or disk version may be as simple as C:\Sacred 2 Gold After running the GME once, it will make a folder called "MODS" there. Extract the contents of the D2F .zip file into the "MODS" folder. There should be four folders: "Diablo 2 Fallen v15", "D2F Inferno Patch", "D2F SuperSpawn, and "D2F Docs." The Docs folder is just for information and is not necessary to play. Extract the D2F music pack contents ("music" folder) into the "pak" folder of the mod. So the structure will look like: [Diablo 2 Fallen v15/pak/music]. Run the GME and enable Diablo 2 Fallen v15. It may take a long time to install. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish. -Optional- "Inferno Edition" and/or "SuperSpawn" should be enabled after enabling the main mod. Overwrite warnings are to be expected. Disable before disabling the main mod. The fonts needed for the interface are located in the "pak/fonts" directory of the mod. They are three .ttf files. Right-click each one and select "Install" to install them on your system. Play with NEW characters only. Previous Users: Disable the old version of D2F with the GME (important!) Remove the old D2F folder from your "MODS" folder. Place the new "Diablo 2 Fallen v15" folder into the "MODS" folder. Enable as usual. -Optional- "Inferno Edition" and/or "SuperSpawn" should be enabled after enabling the main mod. Disable before disabling the main mod. Use old characters at your own risk. Legacy characters may have re-rolled bonuses on random items or odd/broken behavior for in-progress quests. Thanks to: Pesmontis for all his ideas and insight, and helping me import countless new monster and item designs. dimitrius154 for invaluable advice, contributing new models and textures, and coding. Silver Fox for scripting advice, and his work on textures, making new items, god statues, and the Druid's quest. Vampire and desm for making the French version. Wardust for hundreds of ideas on changing textures of the landscape, enemies, and the characters. steinerrr for ideas on how to increase the power and challenge of monsters. Caledor for ideas on adjusting balance, skill effects and the inventory interface. Ysendra for some Daemon textures. Jordan0422 and Tharkun who did testing and provided lots of valuable feedback. Charon117 who made tools for cleaning & optimizing scripts. Lindor for some script-sorting tools and Lua advice. The CM Patch team and all the modders who came before me, made modding tools, and showed me the way. Everyone who played the mod, posted feedback, and gave support. This mod is very much a product of the entire Sacred 2 community at DarkMatters. Thank you!
    5 points
  10. Version 1.0.0

    79 downloads

    Hi people, I FINALLY found this texture for some reason it always slipped from my sight but I got it now. I think this is the most beautiful Dark Elf texture in the game, anyways have fun with it Soon the battle mage gets the "Evil mage" textures. See you next time, Vilya
    5 points
  11. Version 1.0.0

    67 downloads

    The modified sundial allows Vampires to determine exactly when it is save to shapeshift and when it is time to return to human form. Have fun and enjoy the hunt! EDIT: Oops, something slipped through! Please rename the sundial file like this: GUI_DAYNIGHTDISC
    5 points
  12. Version 1.0.0

    188 downloads

    Hello sacred lovers, I've got some skins four our assassin, the Dark Elf. I'm still looking for that secret texture of ,,Shalinor the Dark Elf" but I can't seem to find it anytime... Well, Enjoy assassinating your enemies with these skins! I left a read me file if someone don't know how to make this work (I do that everytime, but it can't hurt to give a guide)
    5 points
  13. Version 1.0.0

    1,050 downloads

    Fellow players, I'd like to present the CM Patch 1.60 + S2EE 3.2a Addendum Beta. The Addendum Beta contains game changes, fixes and extra graphics content. Gameplay stability in Multiplayer is not guaranteed. Playing wih legacy characters is highly inadvisable. The Addendum Beta is is not compatible with either D2F, or Enhanced Edition variations out of the box. It also requires the Elite Textures to be switched on(the Trimmed Elite Textures are highly recommended). The available localizations are English and Russian. Take note: Unlike the CM Patch 1.60, the Addendum has not been extensively tested by a dedicated team. Quirks and CTD's are technically possible. Please, report any such incidents. Game Mode changes: "Player vs. Player" mode is replaced with "Pandemonium" mode. "Pandemonium" mode description: With the all the disruptions and anomalies, caused by the Great Machine instability and overcharge, trans-dimensional rifts start to manifest. A massive invasion by a malevolent force, describing itself as "The Burning Hells" soon begins, followed by a self-proclaimed benevolent force, "The High Heavens". It's time to take out all this trash. Meet new enemies and a lot of new bosses. Those, who manage to kill all bosses and minibosees in one run receive singnificant attribute and skill point rewards. Gameplay Changes: 1. One of the primary calculation functions, used in attack vs. defense, spell intensity vs. spell resistance, damage vs. armor calculations has been fixed. 2. Occurrences, where, upon changing locations via doors, or secondary teleports, various objects and NPC states at the new location were not updated in a timely manner, should no longer manifest. 3. It is now possible to traverse dungeons levels and enter-exit dungeons without dismounting. Previous technical limit have been successfully alleviated. 4. Ingame price inflation is decreased by a factor of 10. Minimum item full price is 4 gold now. 5. Appropriate equipment and character bonus-granted modifiers now have a chance(35% for single target attacks, 15% for Area of Effect attacks, 0% for temporary and permanent buffs) to apply to spell-based attacks. 6. A certain rare day-night transition CTD is fixed. 7. One bonus type(BONUS_REDUCE_ENEMYS_SPELL_REFLECTION) has been restored. 8. Two bonus types(BONUS_ALLSTATS, BONUS_ALLSTATS_REL) have been introduced. 9. The functionality of bonus type BONUS_NOFLEE has been expanded. If applied as a debuff, it compels an opponent to attack in melee. 10. The BONUS_LIFELEECH_REL bonus type now properly causes percentage-based leeching from the creature's current health. 11. Damage mitigation is now capped at 85%. 12. 'Combat Art Skills +' modifier behaves correctly now, improving 'Ancient Magic'(now called 'Spellcraft Lore'), 'Combat Discipline' and 'Concentration' skill instead of 'Shield Lore' and 'Warding Energy Lore'. 13. The BONUS_HURL_ENEMY bonus type mechanics has been reworked. The damage is no longer indiscriminately applied to non-hostile NPCs and mounts. 14. Drop tables have been revised. Potion drop rate has been severely reduced. Missing set items should now drop. 15. PhysX object behavior in the game world has been optimized. 16. Both ambient and combat music selection have been significantly expanded. 17. Some projectiles used to demonstrate strange physics quirks(ricochet off some surfaces, "falling leaf" behavior). Should no longer happen. 18. CA tokens "et_debuff_EAW", "et_debuff_EVW", "et_debuff_armor_phy" from the same source CA no longer stack on affected targets, and are longer attached to affected targets as offensive properties(CA's affected are marked with '*' in the description below). 19. The merchant stock replenishment formula has been altered, the growing character level now makes it somewhat easier to encounter better items in shops. 20. Bonus BONUS_INVISIBLE now works like a reasonable random chance of remaining undetected. 21. Occurrences of playable characters becoming perma-paralyzed upon being knocked back is resolved by making "host"(on local server) player immune to knockback. 22. Ambient sound volume has been adjusted for several temporary buffs. 23. Root effects are now both bonus type driven and are actually chance-based. BONUS_CHANCE_ROOT and BONUS_CHANCE_BREAK_ROOT bonus types can now be used both as spell and item properties. 24. BONUS_UNSTUN_CHANCE bonus type has been introduced. Represents the chance-based ability to break stun effect on self. 25. Healing potion anti-spamming feature now actually works. 26. Energy shields now regenerate in combat, but, just like health, the in-combat regeneration rate is 0.02 of out-of-combat regeneration rate. 27. BONUS_DISMOUNT bonus has been removed, due to it's fundamental application flaws vs. NPCs. 28. BONUS_HRM_FIGHT bonus type has been introduced. Represents a percentage-based multiplier to in-combat heath regeneration rate. 29. BONUS_SRM_FIGHT bonus type has been introduced. Represents a percentage-based multiplier to in-combat energy shield regeneration rate. 30. Stun duration has been set to 6 seconds. 31. BONUS_BLIND_RAGE has been actualized in blueprint.txt. Represents the chance for a creature to become universally hostile for a time. 32. Mount maximum achievable level is set to 250(used to be 201 upon game reload). 33. Several extra CA tokens have been introduced. General Playable Character Changes: 1. Characters can now have up to 13 skills and up to 6 combat art modifications per each combat art. 2. Characters can now possess a single mount, either a horse, or a special mount(now called 'class mount') at a givent time time. Any type of mount can be sold to any mount vendor. Buying special mounts requires visiting class mount vendors. 3. New characters now have the lore-appropriate deity preselected by default. 4. Various fixes to character animations have been introduced. Unused animations have been restored. 5. Character models have been reworked, fixing seams and improper weighting. 5. An extra slot has been introduced - the 'Mount Ward'. Necklace-like items can be bought from Blackmiths, their properties become active, if the character is utilizing a mount. 6. Characters now auto-ride their currently active mounts upon game loading. 7. Character animation blending speed has been adjusted. 8. Transformed characters can now open doors and chests. 9. Singleplayer characters can now longer start multiplayer campaigns. 10. Multiplayer characters can now longer start singleplayer campaigns. Skill Changes: 1. 'Bargaining' skill mechanics has been modified: the skill is now a viable investment at higher levels, due to increasing chance to encounter Sets, Uniques and Legendaries in shop inventory selection. 2. 'Blacksmith'(now called 'Smithing') skill mechanics has been changed. Safe forging removal chance progression is much better now. The 'Blacksmith Arts' are now runic forge tokens carrying one(two at skill mastery level) random modifier. 3. Aspect lore skills now affect more combat art properties. 4. 'Fist Weapon Lore' has been restored as a Dragon Mage exclusive skill. It affects fist weapons and bare-handed combat, allows to dual-wield fist weapons. 5. Constution Mastery now makes in-combat health regeneration 8 times faster, instead of making it equal to out-of-combat regeneration. 6. Energy Shield Mastery now makes in-combat shield regeneration 4 times faster. 7. Riding now directly affects the active mount's ability to gain higher levels. Riding Mastery now adds a substantial flat bonus to all armor types. Lore Changes: 1. Ker's lore has been rewritten. Her statues have been reworked. Divine Gift changes: 1. Ker's Gift has been reworked. 2. Lumen's Gift has been reworked. 3. Kuan's Gift's effect now follows the caster, the radius of the effect has been reduced. 3. Other Gifts have had their property values rebalanced. Quest Changes: 1. A lot of quest texts have been modified, or rewritten. 2. Shirka Alana becomes a permanent companion on the current difficulty upon 'In the Badlands' quest completion. 3. In order to receive a privilege of buying elite mounts, a series of quests has to be completed. 4. Waton now gets killed during the Shadow-side Dragon Cult chain-quest. 5. Attribute and/or skill bonus rewards have been introduced for many quests. 6. Multiplayer Freeplay and Deathmatch modes are now devoid of quests. 7. Demons in the "Wild Twine" and "Debts" quests have been replaced with demonesses. 8. "Weakening the Abishai" quest now has the "Lost Crypt" chain-quest completion as a prerequisite. 9. Questscripts.txt has been altered to, hopefully, avoid any instances of erroneous quest companions upon save game loading. 10. Up to 256 individual taskcreatures can be added as kill targets in an appropriate quest. NPC Changes: 1. Boss and miniboss AI discrepancies and faulty CAs have been corrected. Occurrences of bosses stopping in their tracks, or wandering aimlessly during combat should no longer happen. 2. Bosses are now subject to additional mitigation of all damage types and have an increased health pool. 3. Elite mounts have received improved models, textures and special effects. 4. The Garganthropod's shield visual has been replaced. 5. The elite mount trader now resides on the Island of Mounts(now called 'Isla Ancar'). 6. Character-specific and Alignment-specific taunts from hostile NPCs have been restored. 7. A lot of unused town NPC dialogue has been restored. 8. Town activity AI has been modified. 9. NPCs can now be assigned hair via hair1Itemtype in creatureinfo.txt. 10. Carnach and Sakkara Demon models have been reworked. 11. Hellhound animations have been reworked. 12. Baron De Mordrey is now a Boss-level enemy. 13. Cobold Chieftain model has been replaced, his creature entry - reworked. 14. Haenir model has been replaced with the one used in S2DF. 15. Non-suicide attack flying eyes now have death animations and leave corpses. 16. The Evocator(now called "Evoker Malignus the Unhinged") model has been replaced, his creature entry - reworked. 17. The Sheik Yerbouti model has been replaced. 18. The Sorcerer Mankaul from the "Ancestral Chambers" quest is now a Boss-level enemy. His model has been replaced, the creature entry - reworked. 19. Desert Stone Warriors are now complemented by Cursed Priests. 20. King El Leigh is now a Boss-level enemy. His model has been replaced, the creature entry - reworked. 21. Flaming Horse enemies have been replaced with a new female demon type. 22. The Dream Vampire is now a Boss-level enemy. His model has been replaced, the creature entry - reworked. 23. Zihul the Lich from the Missing General quest is now a Boss-level enemy. His model has been replaced, the creature entry - reworked. 24. The "Lost Crypt" final enemy is now Boss-level. Her model has been replaced, the creature entry - reworked. 25. The Guardian(now called "Capsa the Procurer") model has been replaced, the creature entry - reworked. 26. The Du'rach Commander Harrad'smit(now called "Du'rach Witch-King Harrad'smit") model has been replaced, the creature entry - reworked. 27. Mazzagon's Bodyguard is now an Elite-level enemy, the second bodyguard is still Boss-level, with model replaced and creature entry reworked. 28. Forest Guardian(now called "Fangorn the Wild") boss no longer respawns. 29. The "Dark Rituals" demon has been renamed to Nagaya. 30. Eagles, Snakes and Parrots have been added as neutral animals. 31. Narmul's "boss_phoenix_eisbombe" CA has been improved. 32. Dragon bosses should now perform aerial attacks more often. 33. Extra Dragon bosses have been introduced, all unique Dragons now have names. 34. Mer-Kil is now a Gold Dragon with a visual effect. 35. Orphas and Loromir have changed roles in the respective quests. Loromir is now a Gold Dragon, Orphas is a Green Dragon. 36. The last numeric parameter of 'spawn.txt' entries now controls the game mode of the spawn entry. 0 - any mode, 1 - multiplayer campaign, 2 - free play, 3 - pandemonuim. 37. Elite Blade Spiders Elite Spitting Spiders and Elite Hunting Spiders now have a battle jump CA. 38. The Lightning Lord now has it's own sound profile. 39. The Carrier Imp now has extra idle animations. 40. Multiple NPCs will now display extra voiced "emotion"(fear, mostly)animations, while in combat. 41. Elite Goblin Officers can now utilize their hard-hit weapon-based CA. 42. Multiple armed NPCs' secondary idle animations now have sound effects. 43. Skeletal and mummified undead enemies now consistently have extra lives and explode on final death. 44. "Charging forward" npc CA's should now actually work. 45. "enemy_blind" CA spellclass replaced, since "cSpellBlind" does not apply the effects properly. 46. High Elf Inquisitor model has been altered, so as to keep with the "dark tech-priesthood" theme. Human and ghost variants keep the old model. 47. Orpheus' model has been replaced, the creature entry - reworked. 48. Scaron boss no longer respawns. 49. Leaping Plants are now mobile and should demonstrate an improved AI. 50. Enemies now use alignment and character class based taunts. Equipment Changes: 1. Item classification boni now spawn on Set, Unique and Legendary items. 2. All character armor sets have been reworked, multiple clipping issues have been resolved. 3. All unique and set weapons have unique models. 4. Due to 'Chance for Melee Double Hit' modifier not being checked for ranged and spell-based attacks, it has been replaced with 'Opponent's Health Threshold for Deathblow' on items 'Essence of Dark Matters' and 'Aarnum's Pathfinder'. 5. Damage converters now only convert Physical damage. 6. Various CA and skill bonus modifiers should no longer spawn on inappropriate class-specific equipment. 7. Item classification character-specific modifiers should now spawn correctly. 8. Horse saddle variety has been improved. 9. Metal shader brightness has been adjusted. 10. Forged set jewelry is now accounted for worn set pieces. 11. Fist weapons are now Dragon Mage class weapons. 12. Lightsaber beams are switched off while not in combat. 13. Throwing dagger animations have been reworked. 14. Lightsabers and fist weapons' positioning while riding has been adjusted. 15. Several glove, boot and arm models had no "laying-on-the-ground" animations. Corrected. 16. All relic slots are now active at all times. 17. Throwing stones can no longer be bought from merchants. 18. Throwing axe models have been replaced. 19. Item rarity tiers have been compacted to: 0 - junk, 1 - normal, 5 - magic, 9 - rare, 13 - unique, 14 - set, 15 - legendary. Balance.txt rarity values have been adjusted. 20. Some weapon specular textures lacked the alpha channel, resulting in maximum glow effect. Those have been fixed. 21. Potions and Trophies now have the following base durations on all difficulties: Light Potions - 30 seconds, Potions/Alchemy Trophies - 45 seconds, Strong Potions - 60 seconds. 22. Potions and Trophies now have extra properties unlocked by either Alchemy, or Warding Energy Lore, or their respective Masteries. 23. The Divine Spark special trophy has been recreated. Can be dropped by Energy-type creatures. 24. The 'Selling Price' bonus no longer displays in item UI. 25. Item stack limit set to 250. 26. The 'below value' selling procedure's gold refund part used to ignore the amount of units in a stack.Fixed. 27. Non-stackable items can now be transferred between the player inventory and the currently active stash via Shift + Left Click. 28. Items can now be quickly sold from stashes via Ctrl + Left Click. Stackable items, Rares, Uniques and Legendaries require an extra confimation to avoid misclicks. 29. Item skill-dependent boni no longer show up in the standart item interface window, or the character bonus list, unless the character has the appropriate skill/mastery. 30. The expanded item interface window is accessed by pressing Left ALT key, while hovering the cursor over an item. 31. Items posessing CA FX-based visual effect should no longer produce annoying loud sounds upon being equipped, save game loading, or upon current location change via teleportation. 32. Undead Centurion and Undead Mage capes are now part of the respective creature model. 33. Instances of "O_stone" material use have been relaced with "W_stone", "O_stone" has been renamed to "W_spectral". 34. If a weapon with the "SUBFAM_PRI_WHIP" subfamily is equipped the correct set of animations is applied. 35. Item property tiers have been homogenized to 1 - normal, 5 - magic, 9 - rare, 13 - unique/set/legendary. Horses: 1. 'Rear Up' is now a weapon-based Area of Effect CA. 2. 'Charge' properties have been revised. 3. 'Leap' properties have been revised. 4. All previously Riding-dependent boni are now initially active. Seraphim Changes: 1. Hair animations have been disabled. 2. Belt skirts are now skeleton-animated. 3. 'BeeEffGee' weapon model has been replaced. 4. 'Flaring Nova' wave spread speed has been fixed. Initial nova damage is being dealt in sinchronicity with the spread, not with a 2.5 seconds delay. 6. 'Flaring Nova' 'Perplex' mod should now work correctly(*). 7. 'Divine Protection' no longer deactivates the 'Warding Energy' upon expiring. 8 'Divine Protection' properties have been rebalanced. 9. 'Pelting Strikes' opponent search radius has been reduced. 10. 'Pelting Strikes' 'Enfeeble' and 'Indentation' mods now work correctly(*). 11. 'Soul Hammer' 'Battering' mod should now work correctly(*). 12. 'Hallowed Restoration' duration is now fixed at 10 seconds, the cooldown is set to 10 seconds. 13. 'Baneful Smite' 'Confuse' mod should now work correctly(*). 14. 'Radiant Pillar' 'Delude' mod should now work correctly(*). 15. 'Instill Belief' conversion chance has been reworked, the misleading conversion chance description - removed. 16. 'Cleansing Brilliance' is now able to make use of the boosting properties, including hitpoint regeneration. 17. 'Cleansing Brilliance' now also damages regular enemies, it's radius of effect is reduced. Dryad Changes: 1. Character model now has a mild visual effect. 2. 'Ancient Bark' visual effect has been fixed. 3. 'Ancient Bark' property values have been rebalanced. 4. 'Dust Devil' 'Obscure' and 'Spell Shield' mods now work correctly(used to stop working, if a Dryad ally exited the Dust Devil and entered back again). 5. 'Dust Devil' effect range has been increased. 6. 'Viperish Disease' now affects all creature types, it's damage mechanics has been rebalanced. 7. 'Black Curse' 'Porous' mod should now work correctly(*). 8. 'Goldenglade Touch' property values have been rebalanced. 9. 'Acute Mind' property values have been rebalanced. Shadow Warrior Changes: 1. Character model now has a visual effect. 2. Character can no longer use bows, one-handed magic staves, energy weapons. 3. 'Scything Sweep' now releases six projectiles in ranged weapon mode. 4. 'Frenzied Rampage' opponent search radius has been reduced. 5. 'Ruinous Onslaught' has been reworked. 6. 'Belligerent Vault' has been reworked. 7. 'Belligerent Vault' 'Unaware' mod should now work correctly(*). 8. 'Spectral Hand' visual effect has been replaced. The fifth modification has been replaced. 9. 'Grim Resilience' visual effect has been replaced. Willpower bonus progression has been reduced. 10. 'Reflective Emanation'(now called 'Deflecting Efflux') visual effect has been replaced. 11. 'Skeletal Fortification'(now called 'Bleak Sentinel') textures have been reworked. 12. 'Bleak Sentinel' 'Perforate' mod(piercing projectiles) changed to 'Blast' mod(chance to deal area damage). 13. 'Shadow Veil' improves much slower and cannot be turned into a Buff. 14. 'Shadow Veil' detection conditions now include normal attacks. 15. 'Fear' modification of the 'Augmenting Guidon' has been replaced. 16. An extra class mount called 'Cerberides' has been introduced. 17. 'Nether Allegiance'(now called 'Wraith Guard') spectral soldiers now spawn with cuirasses instead of capes. 18. Instances of "FX_SPEECH" in CA sound profiles have been disabled. Inquisitor Changes: 1. Character model now has a visual effect. 2. Character can no longer use bows, one-handed magic staves, energy weapons. 3. 'Scything Sweep' now releases six projectiles in ranged weapon mode. 4. 'Frenzied Rampage' opponent search radius has been reduced. 5. 'Ruinous Onslaught' has been reworked. 6. 'Belligerent Vault' has been reworked. 7. 'Belligerent Vault' 'Unaware' mod should now work correctly(*). 8. 'Spectral Hand' visual effect has been replaced. The fifth modification has been replaced. 9. 'Grim Resilience' visual effect has been replaced. Willpower bonus progression has been reduced. 10. 'Reflective Emanation'(now called 'Deflecting Efflux') visual effect has been replaced. 11. 'Skeletal Fortification'(now called 'Bleak Sentinel') textures have been reworked. 12. 'Bleak Sentinel' 'Perforate' mod(piercing projectiles) changed to 'Blast' mod(chance to deal area damage). 13. 'Shadow Veil' improves much slower and cannot be turned into a Buff. 14. 'Shadow Veil' detection conditions now include normal attacks. 15. 'Fear' modification of the 'Augmenting Guidon' has been replaced. 16. An extra class mount called 'Cerberides' has been introduced. 17. 'Nether Allegiance'(now called 'Wraith Guard') spectral soldiers now spawn with cuirasses instead of capes. 18. Instances of "FX_SPEECH" in CA sound profiles have been disabled. 19. 'Rallied Souls' raised NPC's now have an improved AI. High Elf Changes: 1. Character model now has a visual effect. 2. Hair animations have been disabled. 3. Character can now dual-wield one-handed weapons and has access to 'Dual Wield' skill. 4. 'Combat Reflexes' and 'Toughness' skills are now available as secondary. "Damnification Lore" moved to primary. 5. 'Scorching Wave' is now 20% faster, the DOT damage is increased by 20%. 6. 'Frost Flare' 'Constraint' mod should now work correctly(*). 7. 'Raging Nimbus' 'Roar' mod should now work correctly(*). 8. 'Expulse Magic' now follows the High Elf around. 9. 'Expulse Magic' properties have been revised. 10. Dragon class mount model has been fixed. Temple Guardian Changes: 1. Character model now has a visual effect. 2. Left arm models have been reworked. 3. Equipped batteries are now visible on the character model. 4. Some CA's have been renamed to keep in theme with sci-fi and steam-punk motifs. 6. 'Combat Alert' properties have been revised, its base attack bonus now affects ranged weaponry. 7. 'Icy Evanescence'(now called 'Cryonic Terraforming') effect now follows the Temple Guardian. 8. 'Fiery Ember'(now called 'Magmatic Terraforming') effect now follows the Temple Guardian. 9. 'Amplifying Discharge'(now called 'Cryonic Discharge') has been reworked, it's visual effect - replaced. 10. 'Furious Emblazer'(now called 'Pyroclastic Emission') has been improved. 11. 'Archimedes Beam' has been reworked. 12. 'Primal Mutation'(now called 'T-Energy Exposure') has been improved. And no more chicken droppings. 13. An extra set called 'Terminator Honours' has been introduced. A weapon of unique design is part of the set. Dragon Mage Changes: 1. Character model now has a visual effect. 2. Character weapon selection is now restricted to fist weapons and two-handed staves. 3. 'Dragon Berserk'(now called 'Balor Form') has been reworked, the transformed creature model - replaced. 4. 'Dragon Form'(now called 'Afrit Form') has been reworked, the transformed creature model - replaced. 5. 'Afrit Form' 'Hardened Scales' mod has been nerfed. 6. The Dragon Mage maintains his skills and equipment boni while transformed. 7. The Dragon Mage makes use of fist weapons while transformed. 8. The Dragon Mage does no longer lose his active buffs during Balor, or Afrit Form transformations. However, he can not manage his buffs(switch them on/off) while transformed. 9. 'Eternal Fire' properties have been revised. 10. 'Dragon Strike'(now called 'Scorching Wrath') has been improved, the attack decrease property and the 'Blind' mod should now work correctly(*). 11. 'Energy Blaze' wave spread speed has been fixed. Initial nova damage is being dealt in sinchronicity with the spread, not with a 2.5 seconds delay. 12. 'Energy Blaze' 'Blind' mod should now work correctly(*). 13. 'Dragon Familiar'(now called 'Elfin Adjuvant') summon model and visual effect have been replaced. Intelligence and Willpower bonus progression has been reduced. 14. 'Elfin Adjuvant' property values have been rebalanced. 15. 'Whirlwind'(now called 'Guided Tornado') AI has been fixed. 16. 'Psychic Maelstrom' properties have been revised, the missile slowdown effect has been halved. The visual effect's playback speed is toned down. 17. 'Protector'(now called ''Earthen Guard') property values have been rebalanced. 18. 'Runes of Protection'(now called 'Warding Runes') properties have been revised. 19. 'Magic Barrier'(now called 'Petrous Tusks') has been heavily reworked. 20. An extra set called 'Mark of the Dragon' has been introduced. 21. The Dragon Mage can wear up to 2 amulets and 4 rings. Visual Changes: 1. Metal shader brightness level has been adjusted. 2. Ice weapon enchantment shader has been deactivated, due to inerference with various extra special effects. 3. Certain weapon and spell projectiles were missing their on-hit visual effects. The issue has been addressed. 4. The Elite Textures Trimmed archive now includes higher-quality post-Ice&Blood textures. 5. Several CMP set textures have been improved. 6. Restored 4 improper FX(fx_enemy_heal,fx_enemy_heal_c, fx_enemy_heilschub, fx_enemy_heilschub_c) and added two extra FX(fx_gen_blutigeaura,fx_gen_blutigeaura_c). 7. Fire enchanted weapon FX has been corrected. 8. Vishanka's Ancaria Beautification Mod has been integrated. GUI Changes: 1. Combat Values / Inventory Screen has received additional reworking. It's context tooltip windows no longer contain erroneous, or confusing info. The 'Mounts' tab has been removed due to complete lack of function. 2. The GUI readings, stating battery-slotted damage converters having effect on the damage output of spell-based attacks have been corrected. 3. All font and background colors have been changed to conform to the 'black-glass' interface style. 4. Multiple changes in skill, aspect, combat art and bonus modifier names and descriptions. 5. The catalogue of books read has been reorganized. Some book texts have been changed, or corrected. Two missing books have been restored, one extra book has been added. 6. Some gameworld locations have been renamed. Nameless gameworld locations have received names. 7. Activated portals and miniportals do no longer have their names constantly displayed on the worldmap. 8. Attribute and skill poins rewards, if present, are now displayed along with the the gold reward in both the quest giver text and the quest journal. 9. Quest difficulty level is now displayed for main and class-specific quests. 10. Game loading background images have been replaced. 11. Background images for Inquisitor and Shadow Warrior aspects have been replaced. 12. A vast amount of quest items have been improperly displayed as book pages in the quest journal. That has been addressed. 13. The Seraphim and the Temple Guardian character info windows no longer display Energy Shield related info, unless the shield is active and the energy amount is greater, then zero. 14. Once a character reaches Level 200, the "required for next level"(now called "XP to Gain Next Level") is no longer displayed in character info windows. Installation: Either through GME, or directly on top of the stock CM Patch 1.60. Links: Trimmed Elite Textures (Size: 3,29 GB): https://drive.google.com/file/d/1fobzhgbDIvSjdymlEn60G9gxbOAtOuNJ/view?usp=sharing CM Patch 1.60 Addendum: Main part (Size: 3,51 GB, password: 12345) primary link : https://drive.google.com/file/d/1B7b_OJqRIq8EdHRdaXzVJmVdJgMYbJiU/view?usp=sharing secondary link: https://mega.nz/file/Xj5HVSZJ#mcXlIbUSUNjAy36bpvvW2Z2pJq5jSalFvgwegRCwNNQ Russian localization (Size: 1,92 GB, password: 12345) primary link : https://drive.google.com/file/d/1u44T9iqynx4K4cSx2ZCl7o47kyAVZr96/view?usp=sharing secondary link: https://mega.nz/file/26oRgbYI#LRfJ6UP4AJQOPmjf79cH76YU3tOwol67FkGb4V_ywZY Fixes (Size: 1,6 MB, password: 12345) primary link : https://drive.google.com/file/d/1a4ow67bgbofvZL2XVUwtZnPvdrrPr3Wy/view?usp=drive_link secondary link: https://mega.nz/file/nyJgjZwJ#l99KqwO5j4Uw-Pr9ESqHOWKp0PrdEl3Lld-6DGC_Fjs Credits: Flix - his work on the S2EE and D2F has served as a foundation of this mod. Pesmontis - creator of the essential tools for Sacred 2 modding and some of the models, reworked for use in the Addendum. Norbyte - creator of an essential GR2Converter tool. Vishanka - creator of the Ancaria Beautification Mod. Charon117 for his very useful script parsing utilities. Lindor for his very useful quest scripting fixes. Multiple folks at Sketchfab.com, DieviantArt.com and Cadnav.com whose models and textures have been used as templates. Authors of the respective musical tracks reworked for use in the Addendum.
    4 points
  14. Version 0.0.1

    211 downloads

    4 points
  15. Version 1.0.0

    529 downloads

    As recommended by @Flix, I have recovered the Old Gold UI from the texture files and while at it I've taken the liberty of compiling the old screens for those who might fancy them as well. There's a certain charm to its style but I see how the art direction took a turn when Underworld came out. As the story and atmosphere of the game went dark so did the interface. Since new characters were introduced in the expansion, the stone platforms in the character select screen are misaligned but I guess it's fine especially for those who just want to experience the nostalgia. Also, please do inform me if I swapped the Options and Load/Save backgrounds by mistake. Not sure which is which when I was renaming them. There's also a lone image of a dwarven statue amidst the screens which when cropped of borders had an exact dimension of 1024x768. Figured it could probably be a loading screen. Enjoy!
    4 points
  16. Version 1.20

    623 downloads

    pureHD — минималистическая версия HD мода. Позволяет выбирать произвольное разрешение (вплоть до 1920 × 1080). Имеет несколько новых консольных команд. Особенностью является открытый исходный код. Предназначен для программистов — создателей модов. Использует Sacred API и Ecx Library. pureHD is a minimalistic version of HD mod. Allows you to choose any resolution (up to 1920 × 1080). It has several new console commands. A special feature is the open source code. It is intended for programmers who create mods. Uses Sacred API and Ecx Library. https://drive.google.com/drive/folders/1vgLqhEfBL4m-865My399q8KiCtZGp_w7?usp=drive_link
    3 points
  17. Version 1.0.0

    70 downloads

    New Make-up and some eyecolors for the High Elf.
    3 points
  18. Version 1.1

    83 downloads

    Rotating Blades of Light Mod -- by Flix Overview =================================== This mod imports the Sacred 1 spell Rotating Blades of Light into Sacred 2 for the Seraphim to use. This mod should be used with Sacred 2 Gold + latest Community Patch 1.60. It may or may not work on earlier versions of the game. There is also a second version meant specifically to be installed on top of Enhanced Edition 3.2. Install it after "Classic Icons" if you use that module. Will not work with the "Alternate Spells" module. This mod will not be compatible with any other mod that changes spells.txt or global.res (the game texts file). Install Instructions =================================== Download the Generic Mod Enabler (GME) and install it to your Sacred 2 root folder. Mod Enabler is available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml For Steam the root folder is C:\Program Files (x86)\Steam\steamapps\common\Sacred 2 Gold For GOG or disk version, the root folder is wherever you installed the game, for example C:\Sacred 2 Gold After running the GME once, it will make a folder called "MODS" there. Extract/copy/move the contents of the zip file into the "MODS" folder. There should be a folder called "Rotating Blades of Light". Run the GME and enable the mod. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish.
    3 points
  19. Version 1.0.0

    73 downloads

    Hi guys! First appearance for me in this section, with a fix, as the file name says, for the main menu graphics of Sacred Underworld, which are glitched in the bottom right corner. I edited a tga file extracted from the texture file, and I fixed the alpha channel to have the correct transparency. Fortunately, it was only one tga file, GUI_UW_OPTIONS12.tga, to have a strange alpha channel, with a shade of gray instead of a pure white to give 100% opacity on the rocks. As a follow up, I also fixed SUI_UW_OPTIONS12.tga and SUI_UW_OPTIONS1.tga of the Sacred Reborn mod by Overlookers to have the correct transparency as well. P.S. This bug is a bit difficult to see in my screenshot, but in the game it is very noticeable due to the water animation behind the rocks.
    3 points
  20. Version 1.0.0

    401 downloads

    ================ Introduction: ================ * This is a collection of skins from all the versions of Sacred 2. Any skin can be installed over any version of the game. Pictures are included as a visual reference. ================ Installation: ================ * Install the Generic Mod Enabler to the Sacred 2 root folder (for example C:/Sacred 2) -get it at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml * Move the GUI folders into the MODS folder created by the Generic Mod Enabler in the Sacred 2 folder. * Choose only one skin to install at a time. Hit "Enable Selected Mod." * Disable before switching to a different skin. * Install order shouldn't matter, these skins should override any others, but if you want to be sure that these skins will override all other mods, then install these skins last.
    3 points
  21. Version 4.1

    1,281 downloads

    ReBorn HD is the biggest balance patch-mod for Sacred Underwold (Sacred Gold) version 2.28. Rebalanced almost all big bosses, rebalanced a lot of Combat Arts, global difficulty balance, items rebalance, new mechanics, improved drop and bugfixes, new difficult chalanges in several caves. See changelists for details, because it’s hard to describe everything briefly. See "by versions" changelist if you want to know what's new in latest version. See "total" changelist if you want to see all actual changes. Links for actual installer and changelists you can find: Directly from our google-disc: https://bit.ly/Download_Sacred_Reborn On our site: https://sites.google.com/view/sacred-reborn-hd-en In our VK-community (ru): https://vk.com/overlookers
    3 points
  22. Version 0.0.2

    147 downloads

    3 points
  23. Version 1.0.0

    139 downloads

    Hi people I finished the Amazon models for the Seraphem as promised. About the evil mage stuff I still have no clue where their animations might be or whatever names they have... Well have fun warriors, See u next time Vilya
    3 points
  24. Version 2.0.0

    66 downloads

    Hi, Combo masters decided to fight after wasting their time in villages waiting for heroes who never came... You will find every information in the text file I left for you. Have fun
    3 points
  25. 3 points
  26. Version 0.0.3

    318 downloads

    3 points
  27. 3 points
  28. Version 1.0.0

    53 downloads

    Hellooo, After a lot of suffering I finished the Noble Lady skins for the battle mage. Notice that the casting, defending, riding animations are broken, means they look pretty dumb. There are many textures which you can use, using any of the textures will change the basic Noble Lady skin texture which was blue as I recall. Have fun my heroes!
    3 points
  29. Version 1.0.0

    146 downloads

    Inferno UI for Sacred Gold -- by Flix This mod changes several elements to be more blackened and fiery orange. One of the loading screens is adapted from Ysendra's Black UI mod. Text in the inventory should also be much easier to read. Install Instructions =================================== Download the Generic Mod Enabler (GME) and install it to your Sacred Gold root folder. Mod Enabler is available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml For Steam the root folder is C:\Program Files (x86)\Steam\steamapps\common\Sacred Gold For GOG or disk version, the root folder is wherever you installed the game, for example C:\Sacred Gold After running the GME once, it will make a folder called "MODS" there. Extract/copy/move the contents of the compressed file into the "MODS" folder. There should be a folder called "Inferno UI". Run the GME and enable the mod. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish.
    3 points
  30. Version 1.0.0

    152 downloads

    Big fan of Diablo 2's Sorceress. I've lost count of the years I spent on & off playing with her destructive Area of Effect magic. I considered then to make a reskin for the Seraphim based on her color scheme -- Teal or Dark Green with a shade of Red for hair. Other notable characters comes into mind with this such as the alternate outfit of Triss Merigold from the Witcher 3 (made more popular by cosplayers and at times intrusive ads on the web), Mera, love interest to Aquaman, from DC Comics ... and then there's Little Mermaid. I have included zip compilations of design options for Celestial Light and BFG in addition to the TEAL SORCERESS presets. D2's sorceress has a middle Eastern vibe to her visuals so I gave her a tan, facial features -- one being eyes a little rounder than those I used on the black version -- and I also removed the war paint and lowered her hair line. Outfit is just a teal recolor of the black one. SKILLS. Same as the Black reskin with Violet powers, changing skills to Teal would yield a range of colors such as mint, cyan, teal and blue brighter than the original. Twelve Zodiac signs as Celestial Light preset to make it look like a spell circle but not too intricate to become pixelated and Diablo's pentagram and a Yin & Yang symbol as alternative designs. Teal Storm Magic as the pre-selected BFG bullets with Arcane energy balls as an alternative as well as my hybrid sorceress' main attack spell, scorching Fireballs. Having tried other mods while in the process of making my personalized version, I have deduced that the BFG, and other skills such as the Daemon and BM fire spells for this matter, smoothly cycles through several textures to produce a pulsating effect. With this knowledge I have made Rainbow Disco Lights. NOTE: Recoloring particles for this texture mod may affect other objects in-game which use the same files. If you find it intrusive you may skip copying TGA files with names starting with "PARTICLE." This would turn the glow on lamp posts, etc. and some of the skills back to their regular hue. INSTALLATION. Paste selected unzipped files inside the PAK folder of your Sacred Install Directory. Enjoy!
    3 points
  31. Version 1.0.0

    395 downloads

    Seraphim was my first character and she did not disappoint. The smooth Attack animation, the sci-fi powers and need I say the heels ... running in sand without sinking an inch and landing upright from a somersault down a cliff. Hence, I've decided to give her a little makeover starting with the boots, then the stockings which garters seem to always show. Pre-selected files for those with alternatives are included in the main file BLACK ARCANNA. The other zip files are the compilations of color or design options I had but also include the presets for completion. My retexture for her is rather basic but still meets my preference. Her black footwear and longer gloves inspired by The Witcher 3's Yennefer. The gold accents were my personal touch to make her look a little more exquisite. As for the powers, I wanted to go for something reminiscent of DC Comics' Raven. Black colored laser beams should look cool but nigh impossible so I settled with Violet Arcane magic. Similar to the Daemon from my previous post, I gave her eyes, brows and lips this time from Yennefer, removing the regular war paint in the process. I also lowered her hairline and gave her three hair colors -- black, auburn and white -- with different colored hair ties since I'm indecisive. I have also accidentally discovered a bug which erases the pigtails and included it in the zip file. Above are three of her less popular buffs. Light Shield with astrological signs since I wanted to keep it simple but rune-ish. Strength of Faith which I turned into an ankh -- Egyptian symbol of life. Light uses the same texture as Rotating Blades of Light but since I use the latter more often I had to turn the former to a light pink to make the other one violet. Usually preferred damaging spells RBoL and Lightning Bolt both turned violet. My boss killer, Celestial Light, with the in-game screenshot as the preset and the ones on the right -- 12 Zodiacs and Hallows -- as alternatives compiled into one zip. I am unsure of the potential of Energy Bolts since I don't use it but because it looks nice and reminds me of Starfire's star bolts from the DC Comics' Teen Titans cartoon I've recolored it as well. Last but not least, magical BFG shots to keep things consistent with the witchy theme. Violet Arcane and Storm magic along with the original Blue ones they came from; topmost as preset but everything found in the zip. NOTE: You might observe that several glowing objects in-game such as lamp posts may be recolored light pink because of this mod. If you find that this ruins the mood, skipping 5 TGA files starting with "PARTICLE" should fix it. This, however, reverts some of the skills to their original color. INSTALLATION. Unzip the file/s of your choosing and paste them within the PAK folder from where you installed Sacred. Enjoy!
    3 points
  32. Version 1.0.0

    25 downloads

    Regards, Elven text of the Sacred logo added to the texture of the shield: Amazonian_shield_d Installation: Copy the mq folder to the path C: \ Program Files (x86) \ Deep Silver \ Sacred 2 Gold Edition \ pak
    3 points
  33. Version 1.0.0

    84 downloads

    I know it took longer than most of you expected. Nowdays my schedule is all about recovering the energy my 'daily routine' takes away from me. Anyways the vampiress got this skin, which changes the bats to birds and found an unused wolf texture which I added. Most spells got new FX, but they combo hits and such were untreacable for me. Enjoy - Vilya
    2 points
  34. Version 1.0.0

    42 downloads

    Santa has finally arrived in Ancaria! Who might his little helper be remains to be seen. Vanquish foes with the power of the North Pole, for Santa has lost his patience and is ready to leave the enemies in snow Enjoy! - Vilya
    2 points
  35. Version 1.0.0

    78 downloads

    Hello once more, on the streak of xmas gifts... I FINALLY found these files. The mages from the game and added the robber and slayer enemies too as they share models and animations. ALL variations of the mages (including Lareniar) are here, with the possibility to add blue fire to spells (like recent my mods). ALL the characters's pictures can be found in the ___Pictures folder once you downloaded it, in case you don't want to check them one by one. This mod took much of my time, as I had to do some digging due to some files being german and english both. I long ago promised you these skins so now use them well. Enjoy! - Vilya
    2 points
  36. Version 1.0.1

    72 downloads

    This mod replaces the white glowing Seraphim eyes with slightly glowing blue eyes.
    2 points
  37. Version 1.0.0

    19 downloads

    Tool to reverse engineer Sacred 2 Loka-IDs from Sacred 2 global.res hashes. It's pretty much just brute-force method, construct all possible hashes from all possible Loka-IDs until we've got something that fits. I see no other possible method at the moment. Comes with multiple tools to save time depending on your needs. Comes with detailed usage instructions. EDIT: I have once more forgotten to include lua54.dll which is mandatory, sry for that. You can get this file by downloading any of my other tools though.
    2 points
  38. Version 1.0.0

    61 downloads

    Hi everyone This is the 2nd skin of the Autumn Skin Pack. this skin applies for the knight form of the vampiress I may make one for her vampire form later. I left the read me text should you need it... I'll see you soon, Vilya PS: making these skins and coming up with a design is really hard especially for male characters.... so thanks for your patience
    2 points
  39. Version 1.0.0

    113 downloads

    Hi folks I've returned after a long rest XD although it's not summer anymore why not wear a summer times outfit? I'll be sure to make some for the other characters if I can. Yes again wood elf cuz why not she is amazing lol. You can also get a little gift and use it (on level 10) if you need it u will find everything in the "read me" text. Bye for now, Vilya
    2 points
  40. Version 1.0.0

    56 downloads

    Changes the model of the two-handed sword to the soul Stealer from Legacy of Kain
    2 points
  41. Version 1.0.0

    52 downloads

    Hello Warriors I just finished making a new "mod" which makes ALL horse in the game look like the Unicorn that the Wood Elf summons. I will make some recolors in the future. To install: Move all the files from the rar in the PAK folder (in the main folder of Sacred). See you soon, Vilya
    2 points
  42. Version 1.0.0

    122 downloads

    Hello, It's getting pretty annoying that the file is playing dumb but I check EVERYTHING this time. So this isn't a skin but it removes the mage's hood and armor textures so the skin you use will be more visible. You will find a read me txt at the end. Thank you for your patience wish I noticed these flaws sooner but I never really understood this page... So have fun
    2 points
  43. Version 1.0.0

    40 downloads

    Exterminator Mod -- by Flix Got arachnophobia? Tired of working as Ancarian pest control? This mod is for you. Overview =================================== * Exterminator Mod replaces/removes all rats and insects from the game. This does not apply to creatures spawned through quests, or the insect bosses. * Replacement creatures include any and all other manner of monsters. Replacements were chosen to make sense in terms of the given region. * Some quests may become unfinishable because they require the player to kill x amount of spiders, scarabs, etc. I assume players that want this mod wouldn't want to play those quests anyway. * This mod requires Sacred 2 + Ice & Blood expansion with the latest patch (2.65.02) installed (or simply Sacred 2 Gold), plus Community Patch 1.60. * Should be compatible with any mod except for Diablo 2 Fallen. The only file altered is spawn.txt. Check the scripts of any other mods you have installed to be sure. Install Instructions =================================== * Download the Generic Mod Enabler (GME) and install it to your Sacred 2 root folder. ** Mod Enabler is available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml ** For Steam the root folder is C:\Program Files (x86)\Steam\steamapps\common\Sacred 2 Gold ** For GOG or disk version, the root folder is wherever you installed the game, for example C:\Sacred 2 Gold * After running the GME once, it will make a folder called "MODS" there. * Extract/copy/move the contents of the compressed file into the "MODS" folder. There should be a folder called "Exterminator Mod". * Run the GME and enable the mod. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish.
    2 points
  44. Version 0.0.1

    74 downloads

    Rename storm_mount_bike_starbreaker_diff1,2,3 to change textures. Default Texture:storm_mount_bike_starbreaker_diff
    2 points
  45. Version 1.0.0

    108 downloads

    Hiii This is my first Vampiress skin it's for her Knight form I like it a lot she looks very good with it. I left a ,,read me" file for you and Happy New Year!
    2 points
  46. Version 1.0.0

    140 downloads

    I made some skins for the champion of the arena, the Gladiator For those who want to charm the amazons: Barbarian For the freedom fighters: Prince Valor For those who will fight even in death: Ghost of Prince Valor For the warriors who escaped the arena to save Ancaria: Blonde Gladiator For the weapon makers who coudln't just sit in one place waiting for the end: Smith And for those who want to train the new gladitaors: Master Gladiator Enjoy the skins I left a txt file if you don't know how to get these work. See ya next time!
    2 points
  47. Version 1.0.0

    56 downloads

    Hi! Here is another skin for the battle mage. Yesterday I forgot to add it to the Amazon and Vilya skins. So have fun with it. I left a ,,Read Me" txt if you don't know how to make it work.
    2 points
  48. Version 1.0.0

    284 downloads

    This mod enables the High Elf and Seraphim to have Silver Hair. Installation: Use the Generic Mod Enabler to install this mod (free at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml). It's a few extra steps at the outset, but it saves headaches and frustration in the long run. Download the GME, install it to your Sacred 2 root folder and run it.* Place the "High Elf & Seraphim Silver Hair Mod" into the new MODS folder generated in the Sacred 2 root folder by the GME. Activate the mod with the GME. To uninstall use the GME to deactivate it.
    2 points
  49. Version 1.0.0

    11 downloads

    Regards, Emblem of the shadow warrior incorporated into the Colossus set. Installation: Copy the mq folder to the path C: \ Program Files (x86) \ Deep Silver \ Sacred 2 Gold Edition \ pak
    2 points
  50. Version 1.0.0

    222 downloads

    Sacred 2 - 2.65.2 Seraphin Genesis Wings New look "Created with archieve from CM patch 1.60."
    2 points
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