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Flix

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  1. Sacred 2 Enhanced Edition by Flix This evolved from my personal mod for playing Sacred 2. I decided there were enough improvements and interesting changes to share it with adventurous players. The mod is a combination of fixes, redesigned balance, and cosmetic changes. Some Combat Arts were also replaced with brand new ones. S2EE is designed for the player to install one of two core modules: one with the original spells lineup, and another with the Enhanced Spells lineup. The player can then install some optional add-on modules: Optional "Challenge Mode" patch. Install on top of the mod to play with significantly increased difficulty. Optional "SuperSpawn" patch. Install on top of the mod to play with significantly increased enemy spawn count. Optional "Classic Icons" for the Enhanced Spells module. Install to restore the aspect background and CA icons to the "classic" style. Download the Mod: Sacred 2 Enhanced Edition. Currently supported languages (Enhanced Spells version): English, French, German, Polish, Russian, Spanish. Original Spells version: All Languages. This mod is built from and requires the Community Patch 1.60 General Changes and Fixes - this only scratches the surface; Complete change log is available HERE. All weapon-based combat arts, hybrid combat arts, and almost all offensive spells now hurl enemies when they die. This is part of an effort to restore the older, more interesting death animation for most enemies that involves the corpses flying back rather than just dropping dead. This is more dynamic, exciting, and similar to other action RPG's. It should feel like hard hits make a major impact, rather than having the enemies simply falling down limp on the spot. Normal weapon hits will still make enemies drop dead. All tooltips were revised and updated with uniform terms and more accurate descriptions of what the combat arts and modifications do. There were a fair amount of vague, confusing, or just plain wrong terms used in the old tooltips. For just one example, there should be no more cases of "Regeneration Time" and "Cooldown" being used interchangeably. Also notably all Energy Shields now use the same terminology for the same properties, and the terms match up better with the item modifiers that affect them. Improved equipment variation for enemies and NPC's. Reworked several quest enemies and bosses to be more unique and challenging. Elite enemies (and some bosses) have greater damage, hitpoints, and chance to hit, and also grant more XP per kill. Rebalanced the game to be overall more challenging. Merchant stock is larger and can have slightly higher quality offers. Merchants will now sell Concentration Potions and Recovery Elixirs. Blacksmiths will now sell shields. Selection of normal/magic/rare items is more varied, and item appearance, quality, rarity are better matched. Added numerous new lore-friendly weapon and shield models to the game for increased equipment variation. Some unused Ascaron designs are activated as well. Rebalanced unique and legendary items. 2-handed weapons can now compete with a 1h+shield or dual wield setup. Weapon icon size is standardized for all weapon types. Legendary jewelry now spawns with an additional bonus at level 75+, typically unlocked by skill mastery. High level rare items now have a good chance for an extra bonus or socket. Unique items are now unique in appearance. They will not share models with one other. This will only affect items dropped after installing the mod. Miniset designs are reworked to be more visually coherent. Set pieces match one other better now. Only affects pieces dropped after installing the mod. Rare-tier damage converters may now have a Chance for Secondary Effect +% based on damage type. The player can now find unique damage converters which give additional Damage +% based on damage type. ============================================================== Skills and Attributes Improved tooltip description text for all skills and attributes. Attributes' effect on weapon damage is increased. Dragon Mage can now learn the following skills: Dual Wield, Hafted Weapons, Ranged Weapons. Spell Resistance is now secondary skill. Dryad can now learn the following skills: Hafted Weapons, Toughness. High Elf can now learn the following skills: Hafted Weapons, Combat Reflexes, Toughness. Constitution is now primary skill. Inquisitor can now use shields and learn the following skill: Shield Lore. Shadow Warrior can now learn the following skill: Magic Staves. Seraphim can now learn the following skill: Hafted Weapons. Temple Guardian can now learn the following skill: Magic Staves. Concentration is now primary skill. Damage Lore is now a primary skill choice for all characters, so that a pure spellcaster doesn't have to take a weapon skill to access it. Pacifism skill removed from game. Alchemy skill now unlocks temporary DOT mitigation on Recovery Elixirs. Trophy powers now scale better with the Alchemy skill. Improved the efficacy of the Enhanced Perception skill. Decreased the efficacy of the Toughness skill. Armor and Damage Mitigation granted by Toughness are now at 85% of the former values. Increased the efficacy of the Speed Lore skill. Attack, Defense, and Run Speed granted by Speed Lore are now at 140% of the former values. Increased the efficacy of Blacksmith Mastery's chance to extract items without destroying the other socketed items (now caps around 97% at highest skill level). In return, Blacksmithing costs are not reduced as much by the skill. Blacksmith Mastery now unlocks a third powerful bonus on each Blacksmith Art. ============================================================== Challenge Mode Features: Critical hit damage increased from 1.2x to 2x times damage. 20% increase of T-Energy damage against the player. Chance for T-Energy to mutate enemies increased by 25%. Enemy aggro range tripled. Aggro range for white (much lower level than player) enemies doubled. Boss aggro range increased by about 10%. Range for clearing the fog of war on the map is tripled (results in more enemies active at once). Cooldown for healing potions is doubled (10s). Slightly lower chance to get runes. Enemies gain greater damage from attributes. Overall intensity of enemies increased by 25%. Enemy weapon and spell damage and armor significantly increased (from about 40% on bronze to over 300% on Niobium). The challenge patch is OPTIONAL and is only for players who feel that Enhanced Edition could use a greater challenge. ============================================================== Enhanced Spells General Changes All weapon-based combat arts, hybrid combat arts, and almost all offensive spells now hurl enemies when they die (ragdoll physics). Most temporary buffs last much longer, but have longer cooldowns as well. There are fewer modifications that increase temporary buff duration and reduce cooldowns, but in all cases it will still be possible for the duration to catch up to the cooldown at high levels. Every class now has at least one summoning combat art, and most have two or three. These tend to come at the expense of the various “movement” CA’s. All Combat Arts, old and new, got updated icons and aspect backgrounds. The original icons are ok with their bright colors and simple, bold lines, but I found them too cartoon-like and often kind of "cute." Furthermore a lot of them got reused/recolored from character to character. These new designs are less monochrome and "icon-like" and more realistic, textured, and unique. For the most part, weaker Combat Arts received boosts where appropriate. There is not much nerfing going on in the mod. However this is not intended as a cheat mod where you one-shot everything. Balance is still important. Numerous combat art modifications are now able to scale with level (indicated in tooltips – English only). All combat arts which debuff opponent armor, attack, or defense now use percentages rather than flat values. All "chance to disarm opponents" on combat arts are set to 100% chance. This is because it only works on enemies with weapons, and furthermore (unlike Sacred 1) it doesn't actually knock the weapon onto the ground for the player to pick up. Therefore it could use a boost to be really useful. All “chance to dispel opponent buffs” on player combat arts are set to 100% chance. All "chance to escape roots" on combat arts are set to 100% chance. Again, this modifier is not useful unless you can rely on the effect with certainty. All "deathblow" properties on combat art now have the health threshold scale at the same rate (+0.1%/level), for the sake of consistency. ============================================================== Seraphim Combat Arts Exalted Warrior Soul Hammer - No changes (except the global changes noted above). Pelting Strikes - No changes (except the global changes noted above). Assailing Somersault - Has a 25% greater jump distance. Dashing Alacrity - Duration increased from 20s to 90s, but duration scaling halved. Cooldown increased from 60s to 120s. Chance to Block Roots increased from 20% to 40%. “Delay” silver mod (duration) replaced with “Vigor” (hitpoint regeneration). “Reprisal” and “Ardor” mods have swapped places. “Impatience” gold mod now reduces the cooldown to 96s. Battle Stance (Buff) - No changes (except the global changes noted above). Celestial Magic Archangel's Wrath - has been moved to Celestial Magic aspect (replaces Hallowed Restoration). No changes otherwise. Baneful Smite - No changes (except the global changes noted above). Radiant Pillar - No changes (except the global changes noted above). Sublime Guardian (Buff) - New combat art (Replaces Instill Belief). Summons an angelic ally, a Seraphim who fights with sword and shield. "Five Buffs? This is madness!" True, it does bring the buff count up to 5, but the Seraphim's buffs are pretty specialized compared to those of the other characters. Battle Stance has not much use to a pure caster Seraphim. Cleansing Brilliance is not much use unless fighting Undead or T-Mutants. If you're not dedicated to the BeeEffGee then you're probably not using it much at all. Sublime Guardian is a more all-purpose buff. The guardian uses Pelting Strikes & Assailing Somersault, and can be upgraded to also use either Archangel's Wrath or Instill Belief.. Other modifications allow upgrading her armor, speed, damage, attack and defense. Cleansing Brilliance (Buff) - Hitpoint regeneration increased slightly. “Blind” silver mod should no longer apply a permanent debuff to opponent defense (duration is now 5s). Revered Technology Sonic Vortex - New combat art (takes Archangel's Wrath’s old spot). Emits a piercing sound shockwave in front of the Seraphim that damages opponents, shatters their armor and lowers their defense. This new CA is an adaptation of Kraal's Sonic Scream for the player. It carries a powerful property that inverts enemy physical armor, that was previously only available to the player with the Dragon Mage's Mind Strike. Can be modified for knockback, fear, damage over time, increased range, deathblow, and removing enemy buffs. Flaring Nova - No changes (except the global changes noted above). Divine Protection - Duration increased from 15s to 90s, but duration scaling halved. Cooldown increased from 60s to 120s. Bronze mod “Capacity” (duration) changed to “Steadfast” (willpower boost). Silver mod “Boost” now reduces the cooldown to 96s. Gold mod “Improved Mirror” changed from "block spells" to "reflect spells" to match the tooltip description. Warding Energy (Buff) - No changes (except the global changes noted above). BeeEffGee (Buff) - No changes (except the global changes noted above). ============================================================== Inquisitor Combat Arts Gruesome Inquisition Callous Execution - No changes (except the global changes noted above). Ruthless Mutilation - No changes (except the global changes noted above). Mortifying Pillory - No changes (except the global changes noted above). Frenetic Fervor - Duration increased from 15s to 45s, but duration scaling halved. Gold mod “Relentless” (duration) replaced with “Conviction” (willpower boost). Purifying Chastisement (Buff) - No changes (except the global changes noted above). Astute Supremacy Levin Array - No changes (except the global changes noted above). Eruptive Desecration - Has been moved to Astute Supremacy aspect (replaces Raving Thrust). Base range increased from 5 to 7 meters. Silver mod “Danger Zone” range increase is now boosted to match that of the “Apocalypse” gold mod. Clustering Maelstrom - No changes (except the global changes noted above). Zealous Doppelganger - Duration increased from 30s to 95s but duration scaling reduced by 80%. Gold mod “Determination” (duration) now adds base armor resistances to the Doppelganger instead. Can Be Upgraded To Permanent Buff: Zealous Doppelganger (Buff) Reverse Polarity (Buff) - No changes (except the global changes noted above). Nefarious Netherworld Dislodged Spirit - Duration increased from 6s to 10s. Bronze mod “Spite” (duration) now disarms the target instead. “Wildfire” gold mod has damage doubled and damage type is changed to fire. Inexorable Subjugation - No changes (except the global changes noted above). Battle Daemon (Buff) - New combat art, takes Eruptive Desecration’s old spot in the Nefarious Netherworld aspect. Summons a powerful enslaved daemon warrior to assist with melee attacks and the spell Raving Thrust. Can be upgraded into Fire Daemon or Poison Daemon forms with new special moves. Paralyzing Dread - Duration increased from 20s to 45s, but duration scaling halved. Soul Reaver (Buff) - No changes (except the global changes noted above). ============================================================== High Elf Combat Arts Arrant Pyromancer Ancestral Fireball - No changes (except the global changes noted above). Blazing Tempest - No changes (except the global changes noted above). Incendiary Shower - No changes (except the global changes noted above). Fire Daemon (Buff) - Demon level scales better and its fireball inflicts more damage. I found the little fire monkey to be too weak to kill anything and also easily killed in the vanilla game. He should be properly powered up now. Incandescent Skin (Buff) - No changes (except the global changes noted above). Mystic Stormite Frost Flare - No changes (except the global changes noted above). Glacial Thorns - No changes (except the global changes noted above). Raging Nimbus - No changes (except the global changes noted above). Cascading Shroud - Duration increased from 20s to 45s but duration scaling halved. There is evidence in the game files that at one point Cascading Shroud was designed to be upgradeable to a permanent buff, however I opted to keep it temporary and rework the duration instead. Crystal Skin (Buff) - No changes (except the global changes noted above). Delphic Arcania Cobalt Strike - “Chain Reaction” mods chance to chain increased from 80% to 90%. Chance for area damage from “Explosion” mod increased from 50% to 60%. Magic Coup - No changes (except the global changes noted above). Thaumaturgic Nova - New combat art (replaces Shadow Step). The High Elf conjures a shockwave blast of magical energy that radiates outward in an intense nova. The burst slows enemy movement and causes lingering damage. This spell plays something like a cross between Flaring Nova and Energy Blaze. Can be modified to increase the magic damage, increase magic DOT, debuff enemy attack speed, enemy attack rating, increased range, and chance to stun. Expulse Magic - No changes (except the global changes noted above). Mage's Familiar (Buff) - New combat art (replaces Grand Invigoration). The High Elf conjures an ethereal Familiar which strips enemies of their magical power, and in turn causes her own hitpoints and spells to regenerate at an increased rate. Combines the properties of Grand Invigoration with my idea for the "lost" High Elf combat art Familiar, presented here as a summoned spell wisp that buffs the High Elf and assists with some offensive lightning spells. Modifications remain the same as vanilla. ============================================================== Shadow Warrior Combat Arts Death Warrior Demonic Blow - No changes (except the global changes noted above). Scything Sweep - Gold mod “Hurl” is now “Inflamed” which inflicts additional fire damage with each hit. This is because all weapon CA’s hurl enemies by default now. Rousing Command - Duration increased from 20s to 45s, and scales slightly faster now. Cooldown increased from 60s to 75s. Bronze mod “Persistence” (duration) replaced with “Readiness” (defense value). Labyrinthine Warlord (Buff) - New combat art (replaces Ruinous Onslaught). Summons an ally in the form of a raging minotaur lord to aid the Shadow Warrior in combat. Attacks with melee weapon attacks and uses a "Stomp" special move that causes stun. Can be modified to increase the minotaur's damage, armor, attack speed, and attack and defense. Grim Resilience (Buff) - Silver mod “Readiness” (defense) replaced with “Guard” (reduction of opponent's chance for secondary damage effects). Malevolent Champion Frenzied Rampage - No changes (except the global changes noted above). Belligerent Vault - Has a 25% greater jump distance. Player no longer needs to target an enemy to use it. Augmenting Guidon - Silver mod “Tutor” (XP per Kill) replaced with “Aegis” (debuff duration reduction). Killing Spree - Duration increased from 20s to 45s, and scales slightly faster now. Cooldown increased from 60s to 75s. Silver mod “Perseverance” (duration) replaced with “Shockwave” (nova range increase). Reflective Emanation (Buff) - No changes (except the global changes noted above). Astral Lord Spectral Hand - No changes (except the global changes noted above). Skeletal Fortification - No changes (except the global changes noted above). Rallied Souls - No changes (except the global changes noted above). Shivering Miasma - New combat art (replaces Shadow Veil). The Shadow Warrior emanates a chilling aura of death. This cold from beyond the grave causes ice damage and slows opponents' attack and movement speed. (45s duration, cooldown 75s). Can be modified to increase the ice Area of Effect damage, lower enemy armor values, reflect root effects, debuff enemy defense, or fire immunity. This is a reactivated unused CA from the game scripts. Can also be upgraded to become a permanent buff: Deathchill Aura (Buff) Nether Allegiance (Buff) - Armor bonus from "Elite Equipment" gold mod is now able to scale with the Astral Lord Lore skill. Gold mod “Balm” (hitpoint regeneration) replaced with “Legion” (summons +1 skeletal minion). ============================================================== Dryad Combat Arts Capricious Hunter Ravaged Impact - No changes (except the global changes noted above). Darting Assault - No changes (except the global changes noted above). Venomous Entrapment - New Combat Art (replaces Forest Flight). The Dryad sets a poisonous trap for her enemies that damages any who pass over it. It seeks enemies and will slowly chase after them if they move. The trap inflicts physical and poison spell damage as well as poison DOT. Can be modified to increase the poison damage, chance for poisoning, chance to stun, debuff enemy defense, chance for critical hits, and deathblow. This adds to the small list of spell-based combat arts that are boosted by Tactics Lore. Dust Devil - Duration increased from 15s to 18s. Silver mod “Elongate” (duration) replaced with “Obscure” (chance to block ranged). Increased radius from “Spread” gold mod. Sinister Predator (Buff) - Attack Value and Attack Speed bonuses now apply to all weapon types, because the original ranged bonuses were bugged and only worked with Long Bows. Cabalistic Voodoo Twisted Curse - New combat art (replaces Twisted Torment). Causes spell damage (equal parts magic/poison), slows movement speed, and lowers attributes of the target for a brief period. Enhanced effect against opponents who correspond to an equipped shrunken head. Increases the chance for victims to drop shrunken heads when they die of Twisted Curse. Basically I designed this spell to combine the best properties of Twisted Torment and Black Curse. Neither CA was very impressive on its own, Twisted Torment with its headhunting ability but pitiful killing power, Black Curse with its good debuffs but no damage. The spell fx remain the same as Twisted Torment. Modifications are now: Lower enemy movement speed/lower enemy physical armor, add more magic damage/increase duration, and increase poison damage/shutdown enemy buffs. Viperish Disease - No changes (except the global changes noted above). Malicious Totem - No changes (except the global changes noted above). Priestess of Doom (Buff) - New Combat Art (replaces Black Curse). Summons an ally in the form of a Blood Dryad shaman who assists with spells and staff attacks. She casts a totem pole, a root spell, and a lightning spell that causes life leech. She also attacks with her staff when her Combat Arts are on cooldown. She can be modified for enhanced armor, increased health regen, higher weapon damage, increased chance to find shrunken heads, higher summon level, and to boost the player's casting speed. Moribund Animus (Buff) - Increased minion’s physical damage from bronze mod “Malice.” Attack speed from “Fury” gold mod scales better. Nature Weaver Edaphic Lances - No changes (except the global changes noted above). Tangled Vine - No changes (except the global changes noted above). Goldenglade Touch - Redesigned it to be long term with light healing as opposed to very brief with massive healing. Duration increased from 8s to 45s. Cooldown increased from 10s to 60s, and decreases more slowly per level. Hitpoint regeneration decreased from 29 hp/s to 6 hp/s. HP regen from Bronze mod “Flow” decreased from 21 hp/s to 6 hp/s. Gold mod “Diligence” now adds 10 seconds to duration rather than 4. Acute Mind - Duration increased from 15s to 45s, but duration no longer scales. Cooldown now slowly decreases with level. Bronze mod “Proficiency” and Gold mod “Easiness” are swapped places. “Proficiency” now increases duration by 10 seconds rather than decreasing cooldown. Ancient Bark (Buff) - Base hitpoint regeneration slightly boosted from 3.0/s to 5.0/s. ============================================================== Temple Guardian Combat Arts Devout Guardian Dedicated Blow - No changes (except the global changes noted above). Battle Extension - SFX now better matches the new animation speed introduced in CM 1.60. Deathly Spears - Can now strike multiple times by default. Number of strikes per cast scales more quickly. Gold mod “Jab” (extra strikes) changed to “Impale” (chance for deep wounds). Combat Alert - Duration increased from 15s to 75s, but duration scaling halved. Cooldown increased from 30 to 100 seconds. Battle Aura (Buff) - When converted to Permanent Buff (Battle Aura), values are no longer halved, but are at approximately 2/3 the original values instead. T-Energy Shroud (Buff) - No changes (except the global changes noted above). Lost Fusion Ampifying Discharge - Now inflicts some base ice damage. Bullets now seek their targets. Now has an 80% chance to bounce to 2 other enemies (formerly 70% chance to bounce to 1 enemy). “Ricochet” mods now each give a 60% chance to bounce to 1 additional enemy (formerly 20% chance). Furious Emblazer- Duration increased from 2.3s to 2.5s. Hits per second increased from 1.5/s to 2.0/s. Slightly increased fire damage of “Accelerant” bronze mod. “Intensify” gold mod now increases hits per second by 1.0/s. Jolting Touch- No changes (except the global changes noted above). Archimedes Beam - Has 300% longer range and will knockback enemies. Base damage increased (including bronze mod “Bundle”). Hits per second now scales. Sentinel Construct - New Combat Art (replaces Propelled Levitation). A buff that creates an allied Temple Guardian for combat support. He attacks with melee attacks and also uses Primal Mutation and Dedicated Blow. Can be modified to increase the construct's damage, armor, attack speed, and attack and defense, and lowered regeneration times for the Temple Guardian. Source Warden Primal Mutation - Has been reworked and given a somewhat different description to emphasize the toxic, radioactive aspect of mutation. Damage is increased and the damage types changed from magic/physical to magic/poison. Modifications are now: Chance for Critical Hits/Chance for Poisoning, Chance to hit additional opponents/Lower enemy attributes, and Additional poison DOT/Lower enemy attributes. Positronic Overload - New Combat Art (replaces Fiery Ember). The Temple Guardian overloads his system with T-Energy and discharges the excess power in a concentrated laser blast that damages and stuns enemies in the target zone (fire/magic damage mix). This spell is a an adaptation of Kraal's laser attack for the Temple Guardian. Can be modified for: Additional Magic DOT/Additional Fire DOT, Chance for Critical Hits/Chance for Knockback, and Chance to Weaken/Chance for Burning. Icy Ember - New combat art (replaces Icy Evanescence). Causes fire and ice damage to opponents within a certain radius, while providing the Temple Guardian and allied players with increased resistance to these elements. Basically it is a combination of Icy Evanescence and Fiery Ember. However, it no longer debuffs enemy resistance to these elements without modifications. Modifications are: Increase fire damage/Debuff enemy movement speed, Increase ice damage/Debuff enemy attack speed, and Lower enemy ice resistance/Lower enemy fire resistance. The spell graphics are the ice crystals of Icy Evanescence, but when combined with the fire damage's chance to burn, there will be a lot of flaming enemies, so there is a nice mix of fire/ice visuals going on. Charged Grid - Cooldown decreased from 30s to 20s. Untouchable Force - Base chance to stun increased from 10% to 15%. Magic damage from "Field Damage" mods increased slightly. ============================================================== Dragon Mage Combat Arts Dragon Magic Dragon Berserk - Duration decreased from 27.5s to 25s. Cooldown decreased to 10s but regeneration time increased. Attack and defense scale better with level. Max. hitpoints slightly decreased but now has bonus armor against physical and fire damage. Silver mod “Concentration” (duration) now adds a chance opponents cannot evade attacks instead. The two “Frenzy” mods (duration per hit) are replaced with “Scales” (armor %) and “Fury” (damage %). Lacerate - Now has a scaling chance to stun and chance to hit additional opponents. Leech Life from Opponents scales more slowly. Blood Frenzy - Now adds a chance to bypass opponent armor. Eternal Fire - No changes (except the global changes noted above). Dragon Strike - No changes (except the global changes noted above). Dragon's Wrath - New Combat Art (replaces Dragon Form). Temporary buff (90s, cooldown 120s). The Dragon Mage channels draconic power to enhance his weapon damage (adding fire and magic damage) and attack value %. Also increases attack speed and adds a chance for weapon hits to strike multiple opponents. This is a temporary buff designed to help Dragon Mages who want to attack with weapons. Can be modded for additional ice damage/chance to disregard armor, chance for critical hits/life leech, and chance to hit additional opponents/chance opponents cannot evade. Draconic Ally - New combat art (replaces Familiar). Buffs the Dragon Mage in the same way as Familiar, but also summons an allied dragon who is a fighter in its own right (unlike the Familiar, which just hung out). The Dragon casts a Fireball and Blazing Tempest. Can be modded for boosting the Dragon's armor/increased hitpoint regen for the Dragon Mage, fire mitigation/increase attack & cast speed, and increase max hitpoints/regeneration time -% (the silver and gold mods all affect the Dragon Mage, not the summon). Elemental Magic Elemental Strike - New Combat Art (replaces Magic Wall). The Dragon Mage channels the raw powers of fire and ice through his weapon and hurls an elemental bolt at enemies (hybrid combat art). In essence this is a modified version of Archangel's Wrath for the Dragon Mage. For a while I had this CA execute as a melee hit, like Magic Coup. But after experimenting, it seemed like a magical projectile was more suitable for the Dragon Mage. Modifications are: add chance to hit additional opponents/increased damage, add life leech/make projectiles seek their targets, and additional fire DOT/ice DOT. Gust of Wind - No changes (except the global changes noted above). Tornado - Now inflicts some base ice damage. Area of effect slightly increased. Destroyer - Destroyers are now 25% larger. They now do more damage, a mix of physical and fire damage (formerly only physical damage) and have a 50% chance to knock back enemies. Gold mod Explosive is now "Volatile", which adds fire damage instead of physical. Protector - Now summons 2 Protectors by default. Protector level scales better. Protector can now cast a root spell and dust cloud attack. Dragon Mage can now use this buff while shapeshifted without crashing the game. Increased the effects of both silver mods. "Familiar" gold mod that summoned an extra Protector is replaced with “Master” which lowers the buff’s regeneration penalty. Mentalism Mind Strike - Due to enemy CA regen debuff not working, this property is replaced with Chance for Open Wounds. Bronze mod "Weakness" is now "Trauma," which adds Physical DOT. Bronze mod "Sustainability" (duration boost) is now "Brunt" which gives increased critical chance. This is because the duration parameter serves no function on the base spell. Energy Blaze - No changes (except the global changes noted above). Maelstrom - No changes (except the global changes noted above). Combat Trance - Duration increased from 15s to 90s. Cooldown increased from 60 to 120 seconds. Silver mod “Experienced” now reduces the cooldown to 96 seconds. Runes of Protection - Chance to stun enemies increased from 10% to 15%. ============================================================== Horse Combat Arts The idea here is to make riding horses more appealing, and hopefully encourage more people to consider the Riding skill. Leap now has a scaling 50% chance to break roots, and will slow movement speed of enemies at the starting location. Charge now buffs the rider with defense, damage mitigation, and light healing during the charge. The charge damage also scales better and can hurl enemies away. Rear Up now has better damage scaling and can hurl enemies away. It also now has a scaling 40% chance for open wounds. The icons are unchanged from vanilla. ============================================================== Divine Gifts The idea here is to make the god spells more appealing, and hopefully encourage more people to consider Divine Devotion because it will transform these spells from great to fantastic. Dazzle - damage boosted by 20%, duration increased from 10s to 30s, cooldown lowered from 900 to 750s. Sakkara - duration boosted from 20 to 90s, cooldown lowered from 1800 to 750s. Will-o-wisp - damage increased by 15%, duration increased from 10s to 11s and now scales with level, cooldown lowered from 1200 to 750s. Infusion - duration increased from 10s to 20s and now scales with level, cooldown lowered from 900 to 750s. Kuan's Breath - raised max level of enemy affected (to avoid the spell no longer working when survival bonus raises enemy levels too high), cooldown lowered from 1200 to 750s. Inspiration - Duration increased from 15s to 25s and now scales with level, cooldown lowered from 900 to 750s. ============================================================== Combos Unfortunately there's not much I can do with Combos, such as making them function more like Sacred 1, so I just upgraded the icons. ============================================================== New Player Portraits and Brighter Health Bar
  2. Flix

    Sacred 2 Enhanced Edition

    Will try this solution in a few hours and report back. Very hopeful about this one. I think Pesmontis would tell me if he made any breakthroughs, but I will go ahead and ask him directly. May take a few days before he responds.
  3. Flix

    Sacred 2 Enhanced Edition

    "enemy_ghost_schock_3" and "new_wisp_lightning" are just custom spells I made for the mod, only used by the new High Elf Summon "Mage's Familiar." In fact the former spell is actually replaced entirely by the latter and could be deleted completely. I don't mind "boss_auge_traps_killbuffs" being at 100% since it's easily avoided, and only used by one boss (a few others in D2F). "enemy_gen_chainlightning" is the real problem, being so freely available to various Harpy enemies as well as an early boss (White Griffin) that is already difficult at low levels without the debuff. The player is often mercilessly spammed with this spell. Replacing the property outright with "et_debuff_CA_regen" might be a good move. Sluggish CA regeneration sort of fits with the freezing effect of ice damage.
  4. Flix

    Sacred 2 Enhanced Edition

    Give me some examples of what you wish to see? We could make them any combination of existing bonuses.
  5. Flix

    How to do model swaps?

    Hello and welcome. What exactly are you trying to swap? Without knowing that, I will say probably the best way is to swap the models in the file itemtype.txt. Bear in mind many itemtype entries also have surfaces defined, so those lines would need to be swapped as well. You could also do the swap in blueprint.txt (for items) or creatures.txt (for creatures). Let me know what you're trying to do and I can explain more. EDIT: Oops realized you are asking about Sacred 1. There are some talented people around here swapping out models, maybe someone can chime in.
  6. You said in another thread that you use Exterminator Mod. This is likely causing the issue. Ephrahim's Nightmare doesn't always provide quest spiders. At a few quest stages, it relies on the player to just kill X amount of wild spiders. Since no spiders spawn anymore with the mod, that would make the quest unfinishable.
  7. Flix

    [REL] Diablo 2 Fallen

    Download it to your PC. Google Drive shouldn't be involved at all if you are downloading from the Nexus.
  8. Flix

    [REL] Diablo 2 Fallen

    New Release: Diablo 2 Fallen v13b Read change log HERE Supported Languages: English French Hotfix 13b is included in the main download. Only grab the hotfix from HERE if you downloaded v13 before Feb. 5. 2020 and don't want to re-download the whole mod. Mirror #1: Sacred 2 Nexus Mod Development Thread Please read the following! This mod requires the latest version of the Community Patch (1.60) to be installed beforehand. Do not have any other mods installed if you're going to play D2F. None. This is a huge mod and compatibility is very limited. Item Mod 1.2a hf is already included, and custom versions of the Survival Mod, Serious Textures mod, Reduced Fog, and Elite Mounts are also integrated. Music is not included. The music pack is a separate download available HERE. Set "commentary" to NEVER in the options menu. The characters will still speak at certain times (inventory full, accept/reject/solve quest, find unique, etc.), and all of those instances have been replaced with D2 character voices. If you don't turn commentary off you will hear a weird mix of vanilla and D2F character voices. 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 is wherever you installed the game, for example C:\Sacred 2 Gold After installing and 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 three folders: "Diablo 2 Fallen v13", "D2F Inferno Patch", and "D2F SuperSpawn". If using the D2F music pack, extract its contents ("music" folder) into the "pak" folder of the mod. So the structure will look like: [Diablo 2 Fallen v13/pak/music]. Run the GME and enable Diablo 2 Fallen v13 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. 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 v13" 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. Play with NEW characters only. Use old characters at your own risk. Recommended - Disable Fight Music and Screen Shake in Options.txt: Be sure to Show Hidden Files and Folders Location of Options.txt: (Windows 10/7/Vista) C:\Users\<Username>\AppData\Local\Ascaron Entertainment\Sacred 2 (Windows XP) C:\Documents and Settings\<Username>\Local Settings\Application Data\Ascaron Entertainment\Sacred 2 Search for the line "volume_group02" and change the value to 0 Search for the line "cameraShake" and change the value to 0 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. SX255 for some Sabre Cat textures. Jordan0422 and Tharkun who did testing and provided lots of valuable feedback. Charon117 who made tools for cleaning & optimizing scripts. 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!
  9. Flix

    Sacred 2 Enhanced Edition

    Heh, I just noticed this. Since attack and casting speed are now readily available on jewelry, I've opted for switching to "Spell Intensity +X%" as the unlockable bonus on the Enhance blacksmith art, effective in v2.4
  10. Well thanks for the explanation. I liked the old philosophy, but I will learn to adapt.
  11. Flix

    [REL] Diablo 2 Fallen

    The download is under the "File" tab. It's hosted on the Nexus itself. Try 7zip: https://www.7-zip.org/
  12. We can add the ability to stack runes. Doing so will save inventory space. EDIT: Read the whole thread to see how all my original arguments for voting NO were set aside due to coding developments. In the end, I too voted YES. As such, I left my original arguments for the sake of clarity, but crossed it out to indicate that the downsides to rune stacking were overcome in the end. But, it will also make the bonuses on all runes in the stack identical. So, if you have a low level Darting Assault Rune with +1 Darting Assault and 2.0% Chance to Poison, then every Darting Assault rune you pick up afterwards will be added to that stack and the bonuses conformed to match it. This means you would have to check each rune that drops before you pick it up, and make sure that you don't already have a lower-level stack of that rune in your inventory already, or you will lose the higher level bonuses. In essence, you're trading one kind of micromanaging for another. You won't have to constantly look through an inventory filled with dozens of individual runes, but it will now be up to you to always check and make sure you're not adding high level runes to low level stacks in your inventory. One method to do this is always keep runes in your player stash, where stacks don't upgrade. You could also spend 125000 gold to upgrade a single rune, then reverse upgrade the stack. This is basically a cheat feature, since you can add low level runes to high-level stacks, if this change is made. Sacred 2 players, is this trade-off worth it?
  13. Diablo 2 Fallen Music Pack - Add it to your D2F installation folder (in the 'pak' folder), before activating the mod, or just put the 'music' folder into <Sacred 2 installation folder>/pak . It's about 800mb in size. Northland Music Patch (new) - after installing the main music pack, extract this patch directly into the 'music' folder. 57mb. All music is replaced and all compositions are by Matt Uelman from the Diablo and Torchlight series, with a few exceptions. Christmas Island has music by Derek & Brandon Fiechter, and Urthak's Moxie has a track from Kingdoms of Amalur. This music adds a whole new dimension to the mod. The music tends to be dense, ambient, and with a dark atmosphere. I'd recommend to turn the fight music off in options.txt. Search for the line "volume_group02" and change the value to 0. Options.txt is located in: (Windows 7/Vista) C:\Users\<Username>\AppData\Local\Ascaron Entertainment\Sacred 2 or (Windows XP) C:\Documents and Settings\<Username>\Local Settings\Application Data\Ascaron Entertainment\Sacred 2
  14. Flix

    Diablo 2 Fallen Music Pack

    I tried it in a few different browsers and it seems to be downloading fine for me. Not sure what's going on. :\
  15. Widescreen is looking great! Seeing more of the map at once was an unexpected beauty. Most of the interface is still off-center, but this was to be expected with a beta release. @Starling @MetaL What happened to the generic Blacksmith bonuses? They lost their identity and are not so good anymore. It's (almost) enough to make me reconsider continuing with 3.0. The old philosophy was improving the original bonuses to make them worth using. We used to have 1) A weapon-based bonus, 2) A defensive bonus, 3) A spell-based bonus. The modifiers within each bonus complemented one another. Now, each bonus kind of mixes things together that don't really go together, like Physical + Mental Regen, and Attack + Defense.
  16. I'll take a look, but I'm not the best with questscripts.txt. Early CM Patch team already touched those quests extensively. It could be that they inadvertently caused an issue while correcting other aspects. Comparing the current and previous versions of the scripts may reveal something.
  17. Flix

    Normalmaps: weird format?

    Yes, I'd advise deleting the textures that he placed in: maps\NPC\monsters\smallspider and maps\NPC\monsters\chestcreature Depending on what version of the mod you downloaded it could be cause of the performance issues as well. Before I started working on it, Wardust had copied over entire folders of textures, while only changing perhaps one texture out of twenty. This bloated the size of the mod about 10x bigger than it needed to be. This should be the most streamlined version: https://www.nexusmods.com/sacred2/mods/12 If you want to get the "fuzzy spider" look that he was going for, you can change the spider's surface.txt entry to the following: newSurface = { name = "smallspider_c", texture0Name = "maps/npc/monsters/smallspider/c_smallspider_do.tga", texture1Name = "maps/npc/monsters/smallspider/c_smallspider_sg.tga", texture2Name = "maps/npc/monsters/smallspider/c_smallspider_n.tga", vol0Name = "maps/npc/ridingcreatures/Frosttiger/c_tiger_f.dds", flags = SURFACE_FLAG_MASKED + SURFACE_FLAG_VARIABLE_FUR, shader = obj_d_s_b, } mgr.surfCreate(newSurface);
  18. This is my personal collection of songs I use for playing Sacred 2. After I played Sacred 2 for a while, I got very tired of always hearing the same 30 second loop of battle music over and over again. I had "listener fatigue." So I did the trick where you disable the fight music in options.txt. This was a little better, but I again noticed I was only hearing about 5 minutes of background music for each region, repeated over and over again. Furthermore, these tracks were too peaceful and ambient, which makes sense because they were meant to be heard out of combat only. Rather than just load up a playlist in a media player every time I played Sacred 2, I decided to actually integrate new songs into the game. I learned from Wardust's great music mod that all that is necessary is converting an audio track to .ogg format, giving it the correct file name, and placing in the game's pak directory in a subfolder called "music." This is the result: Flix's Music Mod. I didn't alter the battle music, since I don't use it anymore. Instead, I think most of the tracks have enough energy and interesting parts to suit battles and town visits alike. I like most of the original regional background music, so most of it is not gone. Instead, it's supplemented with a much wider range of music. So not only will you hear new and different songs, you'll actually be hearing about 150% more music total. In Sacred 2, day time lasts about 45 minutes, night lasts about 15. There is usually enough night music to fill up the entire time without any looping, and the day time music might loop two or three times at most (assuming you don't change regions or go into a dungeon). Download: Flix's Sacred 2 Music Mod All-in-One 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 folder titled "Flix's Music Mod" from the zip file you downloaded into the "MODS" folder. Run the GME and enable "Flix's Music Mod." The GME will allow to you to easily enable/disable the mod as you wish. Recommended: Disable the battle music in options.txt, located in the following folder: C:\Users\<Username>\AppData\Local\Ascaron Entertainment\Sacred 2 Search for the line "volume_group02" and change the value to 0. This will let you hear more of the new music instead of the repetitive battle music. Compatibility: This mod only works with the game's audio set to stereo - it will not work if audio is set to 5.1. This mod has no other requirements and will work with any version of the game. Should be compatible with any other mod that doesn't explicitly add audio tracks. About the music: Basically I picked interesting tunes that I never really get tired of hearing, which was the whole point. Most of the original music is still present in some form too. I tried to stick to the general tone of each region. Night music is usually more peaceful, although in the Swamp, the Blood Forest, and Nor Plat it is more menacing than day music. Dungeon music is mostly unchanged, but in some places it is more ominous. Tyr Lysia's music is generally enchanted and peaceful. There are plucked strings and harps, elf-like woodwinds, mysterious and wistful themes, keyboards, harpsichords, even some whistling and chanting. The dungeon music is generally more intense and oppressive. Artamark's music is folksy and medieval sounding, like a gathering of minstrels. During the day the tunes are mostly in the Celtic and Western European folk vein, while at night warm strings tend to dominate. There are also a few more epic, grandiose themes intertwined in this region. Nor Plat's music is all-out warfare. Intense battle music with percussion, winds, brass, strings. Seraphim Island is way more solemn and forlorn. Almost every track has male or female chanting vocals of some kind, in sort of soaring, hymn-like reverie. It's designed to really evoke how far the Seraphim have fallen but also their majesty and grace. The Dragon Caves now have an additional song that makes me think of wandering sweltering lava caves with crazed cultists. Swamp daytime music is now much more pleasant. In fact it probably has some of my favorite tunes. In the daytime it is generally melancholy and solemn, with some rhythmic cult-like chanting. The night music is quite ominous and fearful and will make you look over your shoulder. The music of the Bengaresh Desert is much more entrancing now. Daytime music evokes the hot sun, scorching wind, and some various Egyptian themes, while at night you'll hear some pulsing music that may make you think of sultry Arabian Nights. The Jungle and Dyr-Lain are marked by tracks with more intense jungle drums and melodic percussion along with tribal flutes and nature sounds that enhance the ambience. Crystal Plane has more icy ambient music that evokes the frozen gems of the region. In addition to the beauty of the region, there is also the slight sense of something unnatural and eerie, like maybe the Seraphim shouldn't have made such a place. So now that's reflected in the music as well. The Blood Forest now has some music that evokes being lost in the woods in addition to the original spooky horror-movie type music. Some of the music matches the weird beauty of the Blood Forest. The Wastelands now has some more epic and heroic themes intertwined with the lonely and sparse default music. This is the lead-up to the final battle and you see skirmishes between the forces of light and shadow all around, so some more rousing music was in order. The entirety of the Great Machine plays the Nameless Guardian boss music because it's a longer track and it's appropriately intense for the final stretch of the campaign. The music for Northland/Christmasland has cold wintry songs that walk the line between gothic and playful. Just as the region is one of holiday delights, it is also one with deadly dangers lurking in the snow. Multiplayer Island music is unchanged. If you choose to leave the battle music enabled there is some new fight music for the Gar'Colossus and the Grand Inquisitor, but nothing too special. Enjoy!
  19. Alright, first post is updated with a single link to an "All-in-One" music mod download (Google Drive). @Charon117 I have also replaced the Swamp chanting track with a more palatable alternative. There have been complaints in other threads about the whistling tracks in Tyr Lysia but I love those songs so they're staying put. The documentation and instructions are also improved and included with the download now.
  20. Flix

    Normalmaps: weird format?

    No other mods installed right? Wardust's Texture Mod caused both of those things (I tried to work on it over the years, too much of a pain to keep it updated). The invisible spiders was due to a bug (he tried to add fur to them), the invisible chest imp was an intentional design choice. This is the normal map plugin I use: https://code.google.com/archive/p/gimp-normalmap/ With sufficient tweaking I've yet to be disappointed with the results. I always use mipmaps on my sg textures with no harmful effects that I've noticed; certainly nothing like what you're describing there. Yes, the colors in the RGB channel will affect the color of the shine/reflections - the greyscale RGB gives a "neutral" highlight. The glow is imparted by the alpha channel and is subject to gradation - from subtle to blinding. I didn't see anything obviously wrong with your overview; most of your assumptions look correct.
  21. Welcome to DarkMatters. Sharing items in Sacred 1 is more difficult than in Sacred 2. We're not able to just upload items like in Sacred 2. We would have to upload a character with the items in their stash, and then you would have to run two instances of the game and have your character and the uploaded character meet in multiplayer LAN game, and swap items that way. This only possible with a mod like Sacred Reborn (linked in post above). It's a big pain, but possible. Unfortunately I don't have much in the way of complete sets to offer you. But someone else might!
  22. Ok I can do that. Might also be a good time to remove some of the commonly complained about tracks, and perhaps a few tasteful additions.
  23. Flix

    Sacred 2 Enhanced Edition

    Ahhhh, gotcha. No worries. I had imagined you were installing all kinds of updates and personal modifications on the fly. I'll wait a while before pushing 2.4. There's nothing urgent about its release. Minion AI sucks in 2.3 but then it's sucked all these years, a few more weeks won't hurt anything.
  24. Flix

    Sacred 2 Enhanced Edition

    You have the Sakkara divine gift, I can see it in your screenshot. How hard is it to click that button and see what happens?
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