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File Comments posted by Flix
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7 hours ago, Joubarbe said:
Thanks!
SuperSpawn only changes total_density, right?
Correct.
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It's updated and released, finally.
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1 hour ago, iamsacred said:
Hi, I'm just wondering if 0160 cm patch is compatible with existing mods? And what a surprise to see this game still being updated going into 2018. Thank you!
No it's not compatible with mods, I have to update the mods.
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Disabling GME mods first is needed (elite textures are fine to stay put). Disable the old CM Patch. Install the new one. Re-enable GME mods just like before.
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- Popular Post
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1.60 Hotfix is live! If you downloaded CM 1.60 before December 19th, please download it again. This hotfix is mostly concerned with fixing character animations.
User the old 1.60 disabler to uninstall it, then install the latest hotfix version (it is a FULL patch installer).
v1.60 Hotfix Changes:
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* Melee Combat Arts should no longer cause pathing and targeting issues upon execution.
* Animations for Scything Sweep, Ruthless Mutilation, and Darting Assault should no longer cancel prematurely if the target dies on the first hit.
* High Elf's Fire Demon and Shadow Warrior's Nether Allegiance now have fire and ethereal FX respectively (instead of gore/bones) when unsummoned.
* Seraphim's Pelting Strikes and Shadow Warrior's Frenzied Rampage now have improved Ranged Weapon animations with more projectiles.
* Temple Guardian's Battle Extension now has faster animations overall, and more projectiles when used with Ranged Weapons.
* Temple Guardian left-click arm cannon projectile now has a 20% chance to cause splash damage.We've also remembered to document the following change:
* Epic Office Quest: Once the task is taken from tom Felde, blue markers appear at each of the developer's locations. That's how they can be tracked. Logbook "Tasks" section does no longer keep contact track for this quest, until after all the developers are found. The "Power of NIF" and "Benny's Promise" items are now received along with the rest of the loot at the end of the quest.
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37 minutes ago, LeleDerWeise said:
When I play with this patch, the Spells Mode, the game crashes as soon as I talk to a dealer. Is that fixed, or can not I play it with this mod?
I have to update the mod first. Please be patient with me. There are a lot of translations to update and prepare.
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11 minutes ago, MageMaster said:
Does this include the latest office quest patch?
Yes! Try it out and let us know how it works.
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No. CM 1.60 is in beta testing status. Not a good a idea for me to start releasing mods updated for a patch that isn't even finalized yet and changes every few days.
All mods will be updated for CM 1.60 only after the final patch is released.
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- Popular Post
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Ok folks, try the download again. The stash should now correctly contain Tensanuil's Legacy.
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Duration was changed to avoid the spell crashing the game, because it would spread so far that it would effect hundreds of enemies at once, even several screens away.
I'll see about adjusting it for the next release.
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3 hours ago, bhav said:
Just wondering, is it possible to also host this mod on Nexus mods to provide a backup place to obtain it from?
Yeah I've been planning on it, just trying to get 1.60 finished up first. BTW there already is (and has been) a backup on Kirmizi Perfect, along with all the other Sacred 2 mods.
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This file was wrong even before the forum change. I just checked my archives (I have all item downloads). This stash contains Keeper of Knowledge. Keeper of Knowledge is also present in its actual download file. So Tensanuil's Legacy seems to be missing.
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If you get Wardust's Textures from the Nexus HERE then you don't need to worry about the compatibility patch. The install order is: Elite Mounts first, then Wardust's Serious Textures, then proceed as normal.
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Anyone that wants a better challenge mod get the Survival Mod or Challenge Mode patch from Enhanced Spells Mod. This mod is way out of date anyway and the mod author has abandoned the project and forbidden any updates.
Sacred 2 Enhanced Edition
in Community Patch
13,337 73Posted
Thanks for trying the mod! I gave the Sublime Guardian the Conversion CA because I would have liked a way to keep that spell in the game. Similarly, I gave the Inquisitor's Daemon Raving Thrust.
If there's negative feedback about Conversion I'll consider removing it.