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Flix

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Everything posted by Flix
 
 
  1. I can't tell you how much I love having the Christmas Island music playing while browsing the forums. Revamped Christmas skin looks fantastic!
  2. 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 changelog is packaged with the mod) 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. ============================================================== Enhanced Spells General Changes 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 most 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. Some are temporary and others are buffs. 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 from character to character. These new Combat Arts are designed to be 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. ============================================================== Seraphim Combat Arts Exalted Warrior Soul Hammer - Silver Mod Disarm now gives 100% chance to disarm. In fact you will see all further instances of disarm modifcations now give 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. Pelting Strikes - No changes (except hurling slain enemies) Assailing Somersault - Increased the jump distance from 7.5 to 10 meters. Dashing Alacrity - Initial duration increased from 20s to 90s, but duration increase per CA level halved. Cooldown increased from 60s to 120s. Chance to block root increased from 20% to 40%. Delay Silver mod replaced with Vigor, a hitpoint regeneration mod. Reprisal and Ardor mods swapped places. Impatience gold mod now reduces the cooldown to 96s. Battle Stance (Buff) - No changes Celestial Magic Archangel's Wrath - has been moved to Celestial Magic aspect (replaces Instill Belief). No changes otherwise (except hurling slain enemies). It was moved here because it seemed better suited to Celestial Magic, and I needed room in the Revered Tech aspect for a more appropriate CA. Baneful Smite - Bronze mod Disarm now gives 100% chance to disarm Radiant Pillar - No changes Sublime Guardian (Buff) - New combat art (Replaces Hallowed Restoration). 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. She uses Assailing Somersault, and can be upgraded to use either Archangel's Wrath or Instill Belief. Other modifications allow upgrading her armor, speed, damage, attack and defense. Cleansing Brilliance (Buff) - Boosted the hitpoint regeneration from 10 to 20 hp/s Revered Technology Sonic Vortex - New combat art (Replaces Archangel's Wrath). 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 hurling slain enemies) Divine Protection - Initial duration increased from 15s to 90s, but duration increase per CA level halved. Cooldown increased from 60s to 120s. Bronze mod Capacity changed to Steadfast, a mod that increases the Seraphim's base Willpower attribute. 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 BeeEffGee (Buff) - No changes Video of Sublime Guardian and Sonic Vortex ============================================================== Inquisitor Combat Arts Gruesome Inquisition Callous Execution - No changes (except hurling slain enemies) Ruthless Mutilation - No changes (except hurling slain enemies) Mortifying Pillory - Much higher chance that more enemies attack the branded outlaw. Silver mod Expulsion changed to Punishment, a mod that debuffs the target's Combat Art regeneration Frenetic Fervor - Initial duration increased from 15s to 45s, but duration increase per CA level halved. Gold mod Relentless changed to Conviction, a mod that increases the Inquisitor's Willpower attribute. Purifying Chastisement (Buff) - increased the wounded threshold to 35% of hitpoints, and made silver mod Merciless raise the threshold to 50% of hitpoints. Astute Supremacy Levin Array - No changes (except hurling slain enemies) Eruptive Desecration - has been moved to Astute Supremacy aspect (Replaces Raving Thrust). Base range increased from 5 to 7 meters. Silver mod Danger Zone's range increase is now boosted to match that of the Apocalypse gold mod. Clustering Maelstrom - No changes Zealous Doppelganger - Duration increased from 30s to 90s. Gold mod Determination changed so that it adds to the Doppelganger's resistances instead of increasing duration. Can Be Upgraded To: Zealous Doppelganger (Buff) Reverse Polarity (Buff) - No changes Nefarious Netherworld Dislodged Spirit - Duration increased from 6s to 8s. Bronze mod Spite changed so that it Disarms the target (100% chance) rather than increasing duration. Inexorable Subjugation - Minion lifetime increased from 30s to 50s. Hits per second increased from 1 to 1.25/s. Gold mod Probation increases minion lifetime by 15 seconds (formerly 10s). Now has "Minion Lifetime" text in the tooltip. Harbinger of Death (Buff) - New combat art (replaces Eruptive Desecration). Summons a powerful enslaved daemon warrior to assist with melee attacks and the spell Raving Thrust. Modifications allow upgrading her armor, damage, speed, attack and defense. Paralyzing Dread - Initial duration increased from 20s to 45s, but duration increase per CA level halved. Soul Reaver (Buff) - No changes ============================================================== High Elf Combat Arts Arrant Pyromancer Ancestral Fireball - No changes (except hurling slain enemies) Blazing Tempest - No changes (except hurling slain enemies) Incendiary Shower - No changes (except hurling slain enemies) Fire Daemon (Buff) - Demon now starts at level 2 and gains 1 full level with each level increase. His health regeneration is doubled and now scales with CA level. His Fireball is now more powerful and he now casts more spells (Eternal Fire, Eruption). 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 Mystic Stormite Frost Flare - No changes (except hurling slain enemies) Glacial Thorns - No changes (except hurling slain enemies) Raging Nimbus - Duration now slightly increases per CA level. Cascading Shroud - Duration increased from 20s to 45s, but duration increase per CA level is 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 Delphic Arcania Cobalt Strike - Chain Reaction mods now give a 90% for a chain strike (formerly 80%). Explosion gold mod now gives a 60% chance for causing area damage (formerly 50%) Magic Coup - No changes (except hurling slain enemies) 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 - Initial range reduced, but range now scales with CA level. 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 hurling slain enemies) Scything Sweep - since all weapon CAs hurl enemies now, gold mod Hurl is changed to Inflamed, a mod that adds fire damage to Scything Sweep. Rousing Command - duration increased from 20s to 45s. Cooldown increased from 60s to 75s. Bronze mod Persistence changed to Readiness, which adds to the Shadow Warrior's base 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 replaced with Guard, a mod that adds resistance to all secondary damage effects. Malevolent Champion Frenzied Rampage - No changes (except hurling slain enemies) Belligerent Vault - Jump distance increased from 7.5 to 20 meters. Gold mod Unbound has its chance to break roots increased from 50% to 75%. Spell control type is changed to "eCAtype_m_move_go" to allow for more freedom in choosing target areas. Augmenting Guidon - Range now slowly scales with CA level. Silver mod Tutor replaced with Aegis, a mod that reduces detrimental magic effects. Killing Spree - Duration increased from 20s to 45s. Cooldown increased from 60s to 75s. Silver mod Perseverance changed to Shockwave, a mod that increases the range of the discharge. Reflective Emanation (Buff) - No changes Astral Lord Spectral Hand - No changes (except hurling slain enemies) Skeletal Fortification - No changes. Rallied Souls - Summoning range now increases per CA level. Values for both Silver mods have been boosted. 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) - Starts with 3 skeletons as a base. ============================================================== Dryad Combat Arts Capricious Hunter Ravaged Impact - No changes (except for hurling slain enemies) Darting Assault - No changes (except for hurling slain enemies) 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. Range now slowly scales with CA level. Silver mod Elongate replaced with Obscure, a mod that adds a chance to block missiles. Sinister Predator (Buff) - The innate attack rating boost now applies to all weapons instead of just ranged weapons. Bronze mod Rapid Fire now increases the attack speed for all weapons, not just ranged weapons. I wanted to rework this CA somewhat to allow a boost for a Dryad using melee weapons. 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 - Inflicts more base damage. Duration and cooldown are both decreased. Initial range decreased but now scales with CA level. Increased chance to infect more opponents. Malicious Totem - Cooldown reduced from 15s to 10s. 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 hireling's physical damage from bronze mod Malice. Nature Weaver Edaphic Lances - Base density of thorns is increased (from 0 to 100) Tangled Vine - Increased the range boost from the Encroach mod (from 2 to 3 meters) Goldenglade Touch - Redesigned it to be long term with light healing as opposed to very brief with massive healing. Duration increased from 8 to 45s. Cooldown increased from 10s to 60s. Hitpoint regeneration decreased from 30 hp/s to 6 hp/s. Bronze mod Flow hp regeneration decreased from 22 hp/s to 6 hp/s. Gold mod Diligence now adds 10 seconds to duration rather than 4. Acute Mind - Duration increased from 15 to 45 seconds, but duration no longer increases with CA level. Bronze mod Proficiency and Gold mod Easiness are swapped places. Proficiency is changed so it increases duration of Acute Mind by 10 seconds. Ancient Bark (Buff) - Hitpoint regeneration slightly boosted from 3.0/s to 5.0/s. ============================================================== Temple Guardian Combat Arts Devout Guardian Dedicated Blow - No changes (except for hurling slain enemies) Battle Extension - No changes (except for hurling slain enemies) Deathly Spears - Can now strike multiple times by default. Number of jabs scales more quickly with CA level. Gold mod Jab changed to Impale, which adds a chance for deep wounds. Combat Alert - Duration increased from 15 to 70 seconds, but duration increase per CA level is 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 Lost Fusion Ampifying Discharge - Now has a mix of physical/ice as an innate damage types. Bullets now home in on enemies, so they can't miss. Now has an 80% chance to bounce to 2 other enemies (formerly 70% chance to bounce to 1 additional enemy). Ricochet mods now each give a 60% chance to hit one additional opponent (formerly 20% chance). Damage from Ice Bullet mods slightly decreased. Furious Emblazer- Increased base fire damage and hits per second. Increased chance to burn from Immolation bronze mod (from 25% to 35%). Jolting Touch- Hits per second now scales with CA level. Archimedes Beam - Hits per second now scales with CA level. Changed damage types from magic/physical to magic/fire and increased base damage. Now has a 75% chance to pierce, 75% chance for knockback, and will hurl slain enemies. Fight distance is tripled, allowing use from greater distances. 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 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 - Chance to stun increased from 10% to 15%. Magic damage from Field Damage mods increased slightly. ============================================================== Dragon Mage Combat Arts Dragon Magic Dragon Berserk - The Dragon Berserk now has scaling multi-channel damage mitigation, extra base fire and physical armor, and scaling bonuses to attack, defense, armor, and health. At the beginning, his raw power is a bit higher than vanilla Ice & Blood, but lower than with the CM Patch 1.40. The main thing keeping him from being OP in early levels is a shorter duration, and a nerfed extension of duration from hits. However, the power scales much better now, so he will be viable all the way to endgame. I removed the two Frenzy modifications (that makes hits add to duration of the form) and replaced them with modifications that add to armor % and damage %. The Concentration mod no longer increases duration but adds a chance opponents cannot evade attacks. The bonus of Life Leech % from the Steal Life mod (added by CM Patch) is changed back to flat Life Leeched per Hit, and scales better with CA level. Lacerate - LL % was moved to the Lacerate CA. Lacerate now has a scaling chance for deep wounds, double hit, stun, and splash damage. The damage, attack, and bleeding chance are lower initially but scale much better now. Frenzy has become Blood Frenzy, now has a higher wounded threshold. I cut the cooldown in half and lowered the duration by 4 seconds. The attack speed bonus is higher, and the spell now grants a chance to disregard armor and a chance to reflect close combat.. Eternal Fire - No changes Dragon Strike - Range now slowly scales with CA level. Fire damage now scales slightly better with CA level. 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 raises the attack speed limit 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 chance for burning/chance for freezing. Gust of Wind - No changes (except for hurling slain enemies) Tornado - Range now slowly scales with CA level. Now does more damage, a mix of physical and ice damage by default (formerly only physical damage). Disarm gold mod now has 100% chance to disarm enemies (was formerly 20%, then changed to debuff enemy attack in CM Patch). 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 increases the Destroyers' fire damage. Protector - Now summons 2 Protectors by default. Values from all Bronze and Silver mods are increased (summon level, health regeneration, attack and defense, armor). The "Familiar" modification that summoned an extra Protector is changed to one that lowers the regen penalty from the buff. Protectors in vanilla had AI that did not allow them to cast their combat arts - that is now changed. Protectors now cast a temporary self-buff, a root spell, and a dirt spray attack. Mentalism Mind Strike - No changes (except for hurling slain enemies) Energy Blaze - Range now slowly scales with CA level Maelstrom - Range now slowly scales with CA level Combat Trance - Initial duration increased from 15 to 90 seconds, but duration increase per CA level halved. 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 bleeding damage. 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, duration increased, cooldown lowered from 900 to 750s Sakkara - duration boosted from 20 to 90s, cooldown lowered from 1800 to 750s Will-o-wisp - duration boosted from 10 to 11s, damage boosted, cooldown lowered from 1200 to 750s Infusion - duration doubled from 10 to 20s, 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), decreased cooldown from 1200 to 750s Inspiration - increased duration from 15 to 25s, lowered cooldown 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. ============================================================== 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%. Max speed in the game quadrupled. The player isn't faster by default, but will benefit from more Run Speed +% gear. Enemies will move faster as well. 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). Cooldown for healing potions is doubled. 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. ============================================================== New Player Portraits and Brighter Health Bar
  3. Flix

    Sacred 2 Enhanced Edition

    I can put something together more like what you're describing. Will just require a lighter touch with the balance numbers.
  4. Flix

    Sacred 2 Enhanced Edition

    Yeah... I'm trying to muster up some sympathy but the Challenge patch is supposed to be insane like that. Did you find the normal mod too easy? The one instruction for Challenge mode is and always has been, "for characters who are too powerful for the standard mod".
  5. Flix

    Sacred 2 Enhanced Edition

    Bingo. I never really intended it for any but the most ultra powerful of characters. It was a direct response to criticisms that the mod was too easy. I wanted to leave something out there, entirely optional, that no one could ever call easy. BUT The mod is not supposed to have such discrepancy between boss/elite/normal type enemies like you're describing. If it's there in Challenge Mode then it's there in the "balanced" version too (just less noticeable) because both versions use the same creatures.txt. I suspect the normal and elite kobolds got somewhat buffed but I never touched Gahanka. I'll review the creature bonuses. In the early days of the mod some bonuses were copied over whole cloth from Survival Mod and that mod accidentally doubled or even tripled the amount of creature bonuses. I think I caught them all in the revising process but there may be some remaining. In the meantime I'd recommend just playing it without Challenge Mode. The base mod itself has the difficulty increased a good bit, and it should feel much better balanced.
  6. Flix

    Sacred 2 character editor?

    Link in my signature: https://www.nexusmods.com/sacred2/mods/2/?
  7. Flix

    What are you eating

    I work in a medium sized office. Each department this week is having a "snack day" where they bring in all kind of goodies, like cupcakes, cookies, brownies, fudge... some people have made cheese balls and meatballs and today there was even a giant pot of sausage gravy and biscuits (southern U.S. biscuits, not cookies). I have resisted ALL OF IT so far, for the sake of staying true to the low-carb lifestyle I've been on for the last 10 months. Hardest week of my life. And it's only Tuesday. But... I and some of my work friends have organized a cookie day, for the Friday before Christmas. That event I AM contributing to, and I'm working really hard to be steadfast until that date. It really helps to have a reward at the end. I'm bringing peanut butter cookies. And of course Christmas week it will probably be no holds barred. I have most of the week off work, and there is a local business that sells the most wonderful peanut butter fudge this time of year. I will be enjoying that.
  8. With no real aim in mind other than just wanting to record my playing, I decided to try making and uploading some videos of me on guitar. This is the test run, and it didn't turn out too bad for having a totally amateur setup. I hope to improve my recording and publishing skills. If anyone has any recommendations for the best software for editing and publishing audio/video (free or not) I'd be happy to hear them. Sí Bheag, Sí Mhór is Irish Gaelic for "Big Fairy Mound, Little Fairy Mound," this is one of the oldest and best known Celtic tunes by the blind bard Turlough O'Carolan.
  9. Flix

    Flix's Guitar Videos

    Here is an early Christmas present to get you into the holiday spirit. This has always been one of my favorite songs to play on guitar.
  10. Flix

    Currently Watching...

    I've been watching The Great British Baking Show on Netflix. This show is total indulgence for me, because I've been low-carb for 10 months now (to fantastic effect) but oh how I miss my cupcakes! Gave Chilling Adventures of Sabrina a try but gave up after 6 or 7 episodes. The show seems confused about who its audience is, and whether it wants to be a gory satanic orgy or cutesy high school teen drama. Going to try Buster Scruggs next because literally everyone I know has been talking about it for days now.
  11. I didn't find such a topic after doing a search, so I thought I'd start a topic. I'm a screenshot junkie, especially since I discovered FRAPS a few years ago. Wish I could go back in time and give it to myself for all the games I played in years past. With Sacred 2, over time I've collected quite a few interesting ones. This is one in the desert. There's bus stop and a poor chap has turned into a skelton waiting for the bus that never showed up. These Orcs froze into ice sculptures trying to warm themselves by the fire in the Crystal Plane. Don't wanna meet the rodent this trap was made for! Reminds me of the opening quest to The Bard's Tale (hilarious RPG, get it on GOG). This was the day I realized the Shadow Warrior could resurrect even friendly, non-fighter corpses. While I was fighting some guards, a bear was killing a deer nearby. After I took out the guards and the bear, I brought them back with Rallied Souls, and the deer got up and joined my party too! Speaks for itself I think. Whoever can identify what's going on in this picture gets a cookie. Is it a spaceman in a flying saucer? This is the mad scientist's house who experiments on Orcs. I really appreciate the detail they put into this little side quest. He's got an Orc strapped to the table, and dissection tools, and even an anatomy paper in the style of DaVinci's Vetruvian man, but for Orc anatomy instead. Amazing. This was an interesting glitch. You can't really tell, but that Hydra is dead. After my Seraphim killed it, it didn't turn into a corpse, but froze into a statue like the Kraken staring at Medusa's head. This one's not funny, but I thought it was a really nice dramatic shot of all three types of Werewolves charging my High Elf, while Spiders creep up from behind.
  12. Hello! My first recommendation is to socket something the gold socket of your Boneslicer. Even it's just the Blacksmith art "Whet" it will help a bunch. Also, I recommend reading some more runes so that you can level up your combat arts, If your character is level 20, I'd say your combat arts should be at least level 5. Look for Regeneration per Hit rings and try to socket them in your gear if you feel your regeneration time are getting too high after leveling your CA's and buffs. That's just at a cursory glance.
  13. Flix

    Schot's Sacred 2 Maps

    Yep. Forgot it was an absurdly huge PDF originally. https://drive.google.com/file/d/1z4cfQwYJ-VEI3S-noIchnr9_oeMKGx0v/view?usp=sharing FYI that dungeon map is the original/biggest/best that I know of.
  14. Flix

    Skill.txt ?

    Not through the scripts, no. Skill functions are mostly hard coded.
  15. Flix

    Schot's Sacred 2 Maps

    Hello. Looks like the link is dead in our Downloads section. These are the two maps you mentioned: https://drive.google.com/file/d/1aCLQ9wlgpTBAX693l0pkLNgARcns2egD/view?usp=sharing
  16. Flix

    Skill.txt ?

    Hello. They're down near the bottom of creatures.txt. The entries all start with mgr.createSkill {
  17. Flix

    Flix's Guitar Videos

    This song is called Lucidity. This one is improvisation. Instead of recording one of my dozens of old compositions (I've been too hard on myself for mistakes and tone issues), I decided to just record a fresh jam today. And this song just poured out. I hope you enjoy. Sometimes songs just seem to fall into your lap, and if you're lucky you record them while they're fresh on your mind. This tune just came flowing out this lazy Sunday afternoon as I was playing on the couch. This piece doesn't have any of the polish or precision of a rehearsed composition, it is raw and in a way more genuine. Maybe someday I will develop it into a more fleshed out song.
  18. 1. Yes. And melee CA's 2. Nope 3. Correct. This includes casting temp buffs, summoning things, etc.
  19. I personally would do Hafted Weapons because it would give you some versatility at lower levels of switching between 1h/shield and 2h. Of course at higher levels your Survival Bonus would start boosting shield item levels above yours so you'd need Shield Lore to avoid speed penalties, but by that point you'd hopefully have some good 2h weapons in your possession. Also 2h Hafted Weapons are unique to SW so this is your chance to explore and use them. I had to check the scripts for Shadow Veil. entry0 = {"et_duration_sec", 2000, 10, 0, 8 }, entry1 = {"et_evade_detection", 0, 10, 0, 41 }, -- this is the base chance to stay cloaked when using ranged attacks. Grants 1% chance per level, so will require you to achieve CA level 100 before max. entry2 = {"et_invisible", 25, 10, 0, 41 }, -- this is the base invisibility (stealth) value. Lets you get closer to enemies without them seeing you. Not sure there's a max to this value. entry3 = {"et_invisible", 25, 10, 1, 41 }, -- Creep mod that doubles the invisibility value. Note that enemies seeing you does not break the effect, only your attacks can do that. entry4 = {"et_reduce_debuffs", 30, 20, 2, 41 }, entry5 = {"et_addwalkspeed", 100, 2, 3, 41 }, entry6 = {"et_evade_detection", 500, 10, 4, 41 }, -- Fade mod that adds a whopping 50% chance to stay cloaked when using ranged attacks, along with doubling the per-level increase to 2%. So you will max at level 25. entry7 = {"et_boost_to_buff", 1000, 0, 5, 8 }, entry8 = {"et_regThisCool", 500, 0, 6, 8 },
  20. Blacksmith, no question. There's no point in halfway dabbling in Shadow Veil. Even if Concentration is mastered and you don't use a third buff, that's a massive regeneration time boost that would let you focus on boosting literally any other modifier on your equipment.
  21. If you reload, the missing items will be on the ground nearby. I've also seen the missing enemies respawn so you could kill them.
  22. Flix

    CM Patch and existing save files

    The patch supports all officially supported languages, Spanish included. Check your locale folder for a file called global.res. It looks like it's missing. If so you will need to do a clean reinstall of the game.
  23. It's doubtful anyone could say exactly why that damage thing is happening except for @dimitrius154 I never played with BeeEffGee much so I didn't notice. I can say I used to think that pre-buffing with RPfB worked, but it actually doesn't in any version I've ever played. I thought it did because the tooltip doesn't change until you re-equip your normal playing gear. In other words, RPfB updates dynamically depending on what you're wearing at any given moment - it is NOT fixed when you cast the buff. Buff suits are still a thing, RPfB just doesn't factor into them.
  24. Flix

    Sacred 2 Textures

    Try this mod: And let me know how the desert looks. The color is desaturated.
  25. Flix

    Sacred 2 Textures

    I'll see what I can cook up this weekend. Wardusts's and Diablo 2 Fallen desaturate the ground textures, but don't actually make it much darker.