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This is yet another idea I've had brewing in my head for a very long time. I found some time over the weekend to actually flesh it out enough to be able to share some of my ideas. I want to make a mod that adds new bosses and enemies. In addition to working with a few really cool monster types from Sacred 2, I also had this idea of "Wild Mounts." Why aren't there more tigers or lizards running around Ancaria? Most of the mounts have ecological niches where they would fit in, and it would be interesting to face revamped versions of them as foes (like the little Hell Hounds/big Hell Hound boss in the Blood Forest). Right now what I'm showing you is a boss roll-call. I've done just the barebones work here, creating the creatures, placing them on the map, and sketching out a basic quest-line for them. It's a looooong way from being finished, and since I've never made a quest before, it may not even be possible to do them. But, it's fun anyway, so, here's my ideas in rough campaign quest order: Radismus & Lucidius - Burning and Crystal Skeletons Two Elven sorcerers consumed and corrupted by a lust for power and magic, the twin brothers Radismus and Lucidius turned to dark magic to acheive their aims. They made their lair in the depths of the abandoned prison island off the coast of Thylysium. The remnants of corpses and evil psychic emanations of the sprawling stone dungeons was the perfect environment for the two necromancers to practice their craft. Evidently they acheived their goal of immortality, though in the most gruesome way. They remain as skeletons, shackled to a single room in the deepest level. Radismus remains consumed by his fiery hatred, and Lucidius frozen inside his icy misery. Their bodies are ruined but their magical power remains lethal. Shengis - Mountain Troll Shaman Deep in the mountains of Nor Plat, you find an injured allied Orc soldier. For days, the Orc has been tracking a particularly powerful Troll Shaman named Shengis. The Orc is unable to continue the hunt, but as a new member of the clan, you decide to finish the job. Shengis is brutally strong and possesses an arsenal of spells. Bast - Dragon Berserk On west Dragon Sea Island, a fearful dragon cultist approaches you and frantically tells you that one of the neophytes, Bast, has been attempting dragon magic way beyond his skills. Most recently he has foolishly dabbled with the Dragon Berserk spell, and lost all control after the transformation. He is now rampaging across the island. As a Dragon Berserk, Bast can use Lacerate and Blood Frenzy, and should be approached with the utmost caution. Father Dagon - Unique Monster After entering the Swamp through the magical portal, you meet a few members of an elven archaeological expedition hiding among the stone ruins of Khatuz. They tell you that they unearthed some ancient manuscripts in Bengaresh, then followed the signs north to the Hissil'Ta swamp, and in their searching awoke something terrible. Creatures that should lay in a deep dreamless sleep are now returning to life and corrupting the marshes. Something is gathering and controlling the Olm, normally mindless swamp creatures, and organzing them into fanatical legions. You decide to track down this unearthly being in the northern swamps. Mother Hydra After defeating Father Dagon, sinister clues point to an even more terrible and powerful creature in the drowned bogs of the southern swamps. Fighting down fear, you resolve to track down the ultimate source of the evil and put an end to it once and for all. Kumonga - Shroud Spider Kumonga is an enormous solitary Shroud Spider that lives in the vast wastes of the Bengaresh Desert. There are no settlements or structures near his territory. It is a desolate, barren place shunned by all. Kumonga comes from the ancient Du'Rach word for "spider," and there is evidence that its presence was known even in ancient times pre-dating the first human and elf settlements. Tekeli - Monitor Lizard The village of Eloeth Sun is split between a town on the Dyr-Lain mainland and a small island settlement, connected by a long wooden bridge. On the mainland, near one end of the bridge, you see a Dryad lizard trainer, visibly upset. She tells you her oldest Battle Monitor, Tekeli, has gone rogue the previous day. Half-blind and half-mad, the huge lizard went berserk and broke free while being saddled, fatally biting one Dryad rider and crippling another with a lash of her tail before retreating to the beach. The other Dryads were forced to abandon the small island village until someone is able to subdue the beast. I had a terrible time trying to un-saddle the Sabertooth Tiger and getting the fur effect to show up. It kept crashing my game, so my idea to make a Sabertooth boss in the Temple of Tears may or may not be created. I may put something else in that location, since it seems like the perfect place for a boss. I would probably integrate this with the Enhanced Spells Mod and/or the CM Items Mod, just so there aren't too many overlapping mods creating confusion and installation woes. That's all for now. Any thoughts on what might make a good boss, location, or quest storyline?
Flix posted a topic in Sacred 2 ModdingWardust's Serious Textures and Spells Update + Repack >>Download on Sacred 2 Nexus<< --updated for CM 1.60 July 2018 Introduction: Wardust made a great mod in 2011-2012 for CM Patch 1.30. You can find his old Serious Textures thread HERE and the blog he made for the mod HERE (these are outdated/abandoned). This new release allows Wardust's mod to be used with the latest CM Patch 1.60 and the Generic Mod Enabler. It is not my intention to take over and continue development of this mod; this is a faithful update of Wardust's great work, to ensure new players can use it. My intention was to fix the bugs and glitches, make an English translation, get the mod updated for CM 1.50, improve mod compatibility, and streamline the installation process. The only content removed was buggy or glitched textures/models/scripting that couldn't be repaired, as well as a huge amount of redundant (unused/unchanged) textures. This significantly cuts down on the mod's file size, from a 1.5GB download down to only about 250MB! New content was added such as missing icons, Inquisitor textures, support for custom skin colors, and an English translation/bugfix of the spells mod component. The changes to spells, balance, creatures, and spawns was turned into a separate module (Wardust's Spells Mod) that can be activated independently of the Serious Textures pack. Install Instructions: Install Community Patch 1.50 Install Wardusts mods using the Generic Mod Enabler (available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml ) The Generic Mod Enabler should be installed in the base installation folder for Sacred 2. Run it once and it will make a folder called "MODS" there. Place the "Wardust's Serious Textures CM 1.60" and/or "Wardust's Spells Mod CM 1.60" folders into the MODS folder. Run the GME and enable the mod(s). The order doesn't matter. Uninstall by disabling with the GME. Compatibility: Serious Textures module should be compatible with any other mod except Diablo 2 Fallen, in which it is already included. Do not install them simultaneously. The Spells module is not compatible with any other spells mods or any mod that changes spells.txt or creatures.txt. The module's files "spawn.txt" and "balance.txt" can be deleted or overwritten without affecting any functionality. They are included to preserve Wardust's changes to balance, challenge, and enemy density. Thanks to: Wardust for making and sharing his mods with the Sacred 2 community. Silver Fox for helping me work through all of the textures and spot errors and bugs to squash. --Flix, Feb. 2016 What follows are the features of the spells mod by Wardust, presented for the first time with an English translation. ======================================================= ======================================================= Wardust's Spells Mod Seraphim Hallowed Restoration becomes Righteous Condemnation (Mortifying Pillory) Divine Protection becomes Crushing Vortex (Clustering Maelstrom) BeeEffGee becomes Dracolin Familiar (summons a Dracolin companion that buffs the Seraphim) High Elf Fire Demon becomes Dragon Fire (Dragon Strike) Incandescent Skin becomes Flame Skin (combines properties of Incandescent Skin and Fire Demon, and now summons a small dragon pet instead of an imp). NO conflict with Crystal Skin (can be active simultaneously). Frost Flare becomes a copy of Glacial Thorns (you will have two copies of this spell now) Expulse Magic becomes Arcane Nova (Flaring Nova) Magic Coup becomes Pillar of Light (Radiant Pillar) Shadow Warrior Ruinous Onslaught becomes a copy of Scything Sweep (you will have two copies of this spell now) Augmenting Guidon becomes a copy of Frenzied Rampage (you will have two copies of this spell now) Astral Lord aspect becomes Elemental Lord Spectral Hand becomes Lightning Strike (Cobalt Strike) Skeletal Fortification also becomes Lightning Strike (you will have two copies of this spell now) Shadow Veil becomes Purgatory (Fiery Ember) Rallied Souls becomes Ring of Ice (Icy Evanescence) Nether Allegiance becomes Call of the Ancestors (now summons knights instead of skeletons) Dryad Dust Devil is replaced with a copy of Darting Assault (you will have two copies of this spell now) Moribund Animus becomes Jungle Companion (now summons White Leopards that buff the Dryad instead of a ghost) Goldenglade Touch becomes Cyclone (Tornado) Edaphic Lances becomes Wind Flurry (Gust of Wind) Temple Guardian Combat Alert becomes Battle Shroud (combines with T-Energy Shroud to become a single permanent buff) T-Energy Shroud becomes Gravity Well (Clustering Maelstrom) Untouchable Force is now Bionic Auxiliary (summons Temple Guardian soldiers instead) Dryad's Cabalistic Voodoo aspect also gets a new background image: My overall impression of Wardust's mods is that he wanted to downplay anything Satanic (pentagrams, demons, etc.), and remove any imagery/powers that referenced demonology, necromancy, and the occult.