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  1. Version 1.0.0

    1,011 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
  2. Version 1.0.0

    6 downloads

    This mod recreates the Seraphim's Ancient Set Wing FX, which e.g. the Endijan Set is a variation of, for the Seraphim's Mystique Set Wings, which e.g. the Revelation of the Seraphim Set is a variation of. For CM patch or PFP. Not straightly compatible with EE or Addendum, as it takes the CM patches surface.txt file. Remember to delete your shader.cache before enabling this mod or otherwise this will not work.
    1 point
  3. Version 3.0.0

    34 downloads

    >> Skip, if you like, until 'Here': << I played Sacred 2 for about half a year and found it entertaining as well as flawed. The world is huge, contains a little humor here and there. There is a good effort in this game. But 'pacing' is a big issue. If you are unfamiliar with the term, it comes from movies and basically means the speed at which the movie unfolds. At times it felt like playing the extendended cut with bloopers I.e. you do not need 5 difficulty levels. Character developement ist also troublesome. They often are uninteresting. But there's a remedy, that is why I post this: I reworked some of the skills for my enjoyment and maybe yours too! To get it out right now. I started out as an Inquisitor and the champ is just useless. Sorry mate. I also had a look at the dragon mage just recently and found him uninteresting too. His skill where a dragon flys over you and spits a fireball that leaves a burning ground effect often ends up in the surrounding terrain and not where you want it. Which brings me to my second character, which I played all the way in the vanilla version of the game (before ranged weapons got castrated). The Shadow Warrior. Why? For people familiar with the game the reasons are simple: Ranged weapons were fantastic because they worked well with melee skills (maybe too well). Ready access to the skill 'Blacksmithing'. Well rounded buffs and short-termed powerful powerups. Utility in addition to prowess with a stealthbuff (and movespeed) which allowed to skip forward at a good pace. Basically he was the best version of all the other characters combined. So lets start there with suggestions for builds: All the descriptions for the skills ingame are not accurate anymore where my builds are concerned. Also it doesnt matter how you improve the skills only that you improve them. All Divination-Powers are doing the same thing now. Tesla was the best in the vanilla version. It basically killed everything and kept you alive every other Boss-fight. All the other powers are just defensive or strange. So the new divination powers do just what Tesla did: a complete wipeout every 450 seconds (I halfed the duration in favour of one of my builds). The Difficulty-Level 'Bronze' was never necessary. I changed it a little so that it goes to level 200 but the mobs are still bronze (general stats are low). Start with difficulty 'Silver' if you are familiar with the game, which should now be equivalent to niobium and also goes to level 200. Please note, that melee characters will have trouble in silver due to the much much higher defense values of mobs. The Fog-Boss at the south-western end of the swamp now spawns several bosses to farm items. >> Contents of the .zip << Before that: There's a .zip-file with the content that has to go into the gamefolder. I use the full game with extension + the CM-Patch. Balance.txt is slightly modified for 2x more xp in Solo-play and only champions or bosses drop loot. The right kind too. creatureinfo.txt is slightly modified for more movespeed of all the champs and their pets. The information on how to do that I got in this forum. spells.txt contains most of the modifications. creatures.txt and questscripts.txt have possibly been altered by me. I think because I could link some gamecrashes to missing or incomplete skills. So I include them just to be on the safe side. Also all the portals are now accessible which improves the pacing. >> 'Here': Summary << You need the files in the zip-file in the right gamefolders. Start with difficulty 'Silver' if you are familiar with the game, else bronze. Champions and Bosses grant loot. The ingame description for skills is in many cases not accurate anymore. >> Builds << Shadow Warrior: "Returned from the dead, the shadow warrior is not only a formible fighter but also borrows some powers from the cold place beyond the living realms. Woe to the one who make him their enemy." ! Careful: the starting zone for the shadow warrior is a little buggy. You can use the portal - after you had a chat to start the campaign, killed the first enemy, and the quest-pointer marks the exit ! > 'Lich' Strong magic user. I thought the lich-theme fits a champ back from the dead. The signature 'Kohort'-buff is slightly stronger and we have some utility. All the champs profit immensly from +skill and +combat art gear, this applies also to the Lich. - Spectral Hand: (read: warrior cry) Cone Effekt, Main Damage - Skeletal Fortification + Rallied Souls: Defensive and offensive utility - Reflective Emanation: Buff (add 'Grim Resilience' later) Start 'Astral Lord Lore', just 1 point in 'Combat Discipline' for a 10% cooldown-reduction. Blacksmithing 3rd. Ancient Magic 4th. All the skill runes you find go into 'Spectral Hand' and 'Rallied Souls'. What you can spare into 'Kohort'. ! Careful: the starting zone for the shadow warrior is a little buggy. You can use the portal - after you had a chat to start the campaign, killed the first enemy, and the quest-pointer marks the exit ! > 'Old School Warja' Strong melee fighter. I would recommend the 'Kohort'-buff, because now it still deals actual damage beyond level 150, even to bosses. You can skip them though and win another slot for a skill but I consider it a signature skill. 'Ruinous Onslaught' is my take on a taunt-skill, though the mechanics of the game do not really have something that does that (there are relics in there that suggests that the developers at some point thought about it). - Scything Sweep + Demonic Blow: Good clear (add Frenzied Rampage, when you added the skill 'Combat Discipline') - Skeletal Fortification: Utility - Kohort: Buff (add 'Grim Resilience' and 'Reflective Emanation' later) Start 'Astral Lord Focus', just 1 point in 'Combat Discipline' for a 10% cooldown-reduction. 'Tactics Lore', 'Death Warrior Focus' and 'Malevolent Champion Focus' next. Put all the extra skill runes into 'kohort' and 'skeletal fortification', keep 'Astral Lord Focus' on your level and this champ mows through the game. Even in vanilla almost every skill fitted the bill of a warrior, and there is plenty of utility skills ('Shadow Veil' for extra movement speed and invisibility). This was my most fun character in the game. Dryad: "Dryads are famous for their skill with the bow and their familiarity and use of nature itself to delay and kill enemies. Poisons won from plants and animals make even a small injurie life-threatening. It is also rumoured that they use pagan rituals and black magic to overcome their adversaries." > 'Controller' Coming from a pvp-game I found this game lacked the need for a champ with control-skills and also the champ to do it. Short-timed 'Roots' and 'Stuns' and 'Fears' that this champ now has help mitigate damage. I didnt yet mess with mob density but if you want the game to be more challenging (and maybe play in a party too) this champ provides good support, damage and damage mitigation. There are entries in this forum on how to make things more challenging. - Edaphic Lances + Tangled Vine: Point blank area of effect with crowd control, dps - Viperish desease: with a lot of investment can wipe maps (but very much later in the game) - Twisted Torment: Boss - Acute Mind: Utility - Ancient Bark + Moribund Animus: Buffs Start 'Nature Weaver Lore', just 1 point in 'Combat Discipline' for a 10% cooldown-reduction. Concentration for the 2nd buff. 'Cabalistic Vodoo Lore' 4th. After that the respective -focus. Combine 'Edaphic Lances' with 'Viperish desease' in a combo and 'Tangled Vine' with 'Viperish Desease' - There are immunity timers on mobs and they cannot be controlled by a type for a bit. 'Black Curse' is now a fear, because fear suited the skill line 'Cabalistic Vodoo' better. It is also pretty deadly to the undead. 'Malicious Totem' confuses all mobs to attack each other. All the skills are useful, maybe you need to switch them up a bit. > 'Undying Treehugger' Playing a tanky champ and also do damage to crowds and bosses? Well, you do not have to look any further because all you need is here in a neat, compostable package. - Viperish Desease + Ravaged Impact: clear, dps - Twisted Torment + Ravaged Impact: bosses, dps - Sinister Predator: Buff Start 'Capricious Hunter Focus', 'Cabalistic Vodoo Focus' 2nd. Sword Mastery 3rd as you need to be able to hit stuff. The way it works is that you equip a 'Ouroboros' Advent' (set item - a ring - that came with the cm patch), but really any item that reduces cooldown per hit works, and apply several instances of the spells to enemies. Then something funny happens: The 'Viperish Desease'-spell starts to apply to monsters in a huge radius. All the rest of the skills can be defensive (you need to watch your spell resist though). Seraphim: "The enforcers of good utilize melee skills and cleansing magic. The most devout ones are said to have the ability to borrow divine powers. Seraphims actively seek out sources of evil - sometimes even draw them in - in order to eradicate them." > 'Gabriel' Many times I chose 1 skill to make up the whole character. In the vanilla version of the game I never knew where to put skill runes because that also interfered with the cooldown rates of the skill. With this build the choice is clear: - Radiant Pillar: Main dps, the dazzling light pulls evil in - Hallowed Restoration: Utility - Instill Belief, Cleansing Brilliance: Buff (Later on also Battle Stance) Start 'Celestial Magic Lore', just 1 point in 'Combat Discipline' for a 10% cooldown-reduction. Ancient Magic 3rd. 'Celestial Magic Focus' 4th. I recommend Battle stance as buff later on - for that it makes also sense to pick up 'Exalted Warrior Focus'. > 'Holy Maiden' I messed around with this skilltree when I played vanilla. I found the 'Doom'-Reference in the beeefgee-buff funny. But ultimately it is a boring skilltree so ... enter the holy maiden: - Archangels Wrath: Big Clear, dot - Flaring Nova: for bosses - Hallowed Restoration: Utility - Divine Protection, Warding Energy, BeeEffGee: Buffs Start 'Revered Technology Lore', just 1 point in 'Combat Discipline' for a 10% cooldown-reduction. Concentration for the 2nd buff. Ancient Magic 3rd. 'Revered Technology Focus' 4th. All buffs reduce the cooldown of this skilltree, the most important being 'BeeEffGee'. 'Divination' 5th - because it fits thematically. With enough investment (and the cut-in-half on the cooldown) you can use a screenwide wipe like every 30 seconds. The Holy Maiden has a slow build up, do not put more skill runes than 1 in the damaging skills until your cooldowns are agreeable (also watch your gear with + skills). > 'Winona Earp' A fun build using a one-handed ranged weapon, 'Sand Eagle' if you can find it. To avoid running from mob to mob, you let the champ do the targetting and with some investment you pretty much execute everything. Also: girls and guns, guys. - Assailing Sommersault + Pelting Strike + Soul Hammer: dps - Hallowed Restoration: Utility - Battle Stance: Buff (Later also Instill Belief, Cleansing Brilliance) Start 'Exalted Warrior Focus', just 1 point in 'Combat Discipline' for a 10% cooldown-reduction. 'Ranged Weapons' and 'Tactics Lore' next. 'Celestial Magic Focus' for the buffs and utility along with concentration. Stay physical damage and slot and/or blacksmith a few 'Silala's Rings' into your gear. The chance to 'disregard armor' and the 'critical chance' on it are fantastic. Temple Guardian: "Guardians of the old are familiar with all forms of combat, but are most feared for their ability to control and manipulate the powers of elements. This ability and their hardy bodies make them formidable opponents an the battlefield." > 'Dog of the elements' What a weird champ this was, right after the Inquisitor. Some skills had an immense windup. The complete 2nd skill tree is useless but for the laser. Well now he is not a weird one anymore. This dog has elemental powers galore. - Fiery Ember + Icy Evanescene + Charged Grid: Main Dps - Primal Mutation: Archimedes-Beam - a laser, additional dps - Combat Alert: Utility - Untouchable Force + T-Energy Shroud: Buff Start 'Source Warden Lore'. Concentration 2nd. 'Devout Guardian Focus' 3rd (and skillups in Combat Alert!). 'Source Warden Focus' 4th. 'Combat Discipline' to 75 so you can, with enough cooldown run all three dps spells. You can convert the damage of combat abilities with your battery and for damage I recommend fire (socket a 'chunk of lava'). It has a laser (Rocket Raccoon who?!)! High Elf: "Manipulators of fire and ice the high elf are undoubtly tuned in to their chosen elements. The party to a battle which calls itself allied to such a powerful mage is usual the side which wins. Strange tales one hears also of powerful deviant magicians, capable in combat and magic." > 'Firestarter' + 'Snowflake' These champs are pretty much their original versions, only that I have updated their skills a bit. The 'Mystic Stormite Arts' has been my choice after the cm-patch and the 'ranged weapons'-nerf. It had (and has) good clear and good single target. Since this skilltree does not lack I added something fun: now 'Frost Flare' has become a huge area of effect on a high cooldown which I would call 'Ice Age' - a complete freeze of everything, with temperatures so low that life ceases to exist. The 'Arrant Pyromancer Lore' received some more attention, the vanilla fireball is now a dot comparable to the dryads 'desease'-spell and can wipe maps with a lot of investment (and/or combination with 'Delphic Arts', see build 'Quicksilver' below). The rest of the skills in this line feel also like they are more impactful now. - pick a skilltree, Arrant Pyromancer (fire) or Mystic Stormite (ice) Do not forget the 'Grand Invigoration'-buff and 'Delphic Arts Focus' to improve it. > 'Deviant' The Delphic Arcania was always somewhat overlooked. I updated it with a pretty unique mechanic - you will have to attack as a caster to do damage. So you need to be able to land a hit on an enemy. 'Expulse Magic' is a area of effect spell with a high cooldown, whereas 'Magic Coup' is an attack that reduces the cooldown. Put them in a combo in that order and you can pretty much spam it. - Expulse Magic + Magic Coup: Main Dps - Cobalt Strike: additional Dps (or just use this and you will be a straight caster) - Expulse Magic: Utility - Grand Invigoration: Buff Start 'Delphic Arts Lore'. 'Magic Staff' 2nd (!). 'Delphic Arts Focus' 3rd and 'Ancient Magic' 4th. 'Combat Discipline' and 'Concentration' (just the one buff) are not really required but make sure to get some defensive skills and maybe also put some points in dexterity. 'Magic Coup' has no cooldown but does not do a lot of damage either (unless it is a champion or a boss), its main function is to bring the cooldowns of other skills down. You can also play the 'Deviant' as tank/support as 'expulse magic' benefits also teammembers and make everyone very tanky. > 'Quicksilver' I kind of liked the idea of combining attacks and magic, so I made a variant to the 'Deviant'. Take the magic staff 'the Lost' and add a few rings named 'Ouroboros' Advent' (both set items that came with the cm patch). With those and using 'magic coup' you can get the 'Ice Age' (my name for it - in the game it will still be under 'Frost Flare') to a very low cooldown... great experience. - Frost Flare: Huge clear - Magic Coup: Cooldown Reduction, bosses - Expulse Magic: Utility - Crystal Skin + Grand Invigoration: Buffs Start 'Mystic Stormite Lore'. 'Magic Staff' 2nd (!). 'Mystic Stormite Focus' 3rd. 'Delphic Arts Lore' and 'Concentration' 4th and 5th. Armor, Shield, Combat Discipline and two other skills of your choosing. Inquisitor + Dragon mage: "These puny worms are not worth any attention at all." Both champs are a disjointed mess. Combat arts are a mishmash, look bad and dont feel impactful. I mentioned that my first champ in vanilla was the Inquisitor but I found out early on, that melee skills could be used with a ranged weapon and turned to the far more powerful shadow warrior. The Dragonmage received a ludicrous buff named 'Familiar' which gives a huge amount of willpower and intelligence which amounts to 'Ancient Magic' and 'Spell Resistance' in one buff. Plus he can take those skills too! This is a cheap way to make the otherwise unattractive champ seem to be less unattractive. Without a lot of explanation on the character developement (and no respec in vanilla) I find a clear champ very much more helpful, thank you! - Shadow Warrior suggests melee prowess, and delivers it (I did almost a 500.000 crit in niobium with the original skills, the cm-patch and the gear you can drop in the game - and you can propably do more) - High Elf could have been named better 'Mage', but once you start the character it becomes clear enough - Dryad is the usual Archer, but two thirds of the skills were already funny. - Seraphim is melee, but also funny. - The rest of the champs are just all over the map. Items: There are two items who again and again have been highly useful to me. The 'Nlovae's Mystery'-magic staff and the 'Kira's Protection'-shield. For melee characters take 'Eugene's Axe', it is superior to the prior 'Officer's Saber'. Also each class has now an item set providing good base stats but also has 4 crafting slots per item, ranging from bronze-gold. With the 'blacksmithing' skill you can make some really powerful gear. My shadow warrior has a 100% 'chance to disregard armor' with 4 rings crafted into gold-slots (where its stats are slightly improved upon) making a niobium-boss as resilient as a bronze-kobold. Also I never invest more than 100 skillpoints into a single skill because with crafted gear I get every skill over 200 and at that point your returns will diminuish. I stop investing skill-runes at about the same number. Version 2, Last Version 3 Hej hej, I have smoothed out the start of some of the builds I suggested. Take the whole thing not as coming from an accomplshed modder but coming from someone who likes playing the game. Here is hoping that you might enjoy it. Have anice week, Thilenium
    1 point
  4. Version 1.0.0

    29 downloads

    I remember seeing the Skeleton Mage on this site some time ago but I did not find the blue version. I did some digging grabbed the animations and the blue texture and now you can choose which form to use. Enjoy!
    1 point
  5. Version 18.1

    203 downloads

    Sacred NL — новый концепт старой игры Sacred Underworld, созданный с помощью расширения mmG. Мод позволяет выбирать произвольное разрешение — Custom HD. Мод без ребаланса и ретекстур. Имеется режим Хардкор! Sacred NL is a new concept from the old Sacred Underworld game, created with the mmG extension. The mod allows you to choose any resolution — Custom HD. Mod without rebalance and retexture. There is a Hardcore mode! http://www.sacred-nl.necropol.sumy.ua/html/mnu01.php https://drive.google.com/drive/folders/1Dyy1dY-jyHDjtVe4v1mwbqyMcJJ-JBfB?usp=sharing
    1 point
  6. 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
    1 point
  7. Version 1.0.0

    65 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
    1 point
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