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Flix

Sacred 2 Enhanced Edition

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So I have a little update for you Flix. :)

 

Ok I checked all Runes and Combat Arts.
Some Rune names are not displayed correctly in the Runemaster Shopping Window.
Labyrinthine Warlord ( Kriegsherr der Labyrinthe ) ----> Is labeled as Ruinous Onslaught ( Sturmlauf )
Positronic Overload ( Positronische Überladung ) ----> Letters are missing at the Start and the End
Draconic Ally ( Drakonischer Verbündeter ) ----> Letters are missing at the Start and the End
I think the German Names are to long, I changed them and one description.
Changes are fat and underlined.
Line 79 1242927968 Positronische Überladung changed to Laserangriff
Line 89 1245775006 Drakonischer Verbündeter changed to Vertrauter
Line 177 2663466740 Kriegsherr der Labyrinthe changed to Fürst der Minotauren
Line 232 3556110824 Der Drachenmagier beschwört einen Drachen als Vertrauten der mitkämpft und seine Zauberkraft verstärkt.
The next thing I noticed is some Combat Arts didn't switched the places or are replaced with other Combat Arts and had the Vanilla Description in their Tooltips.
BUT(!) the Combat Arts are working like you changed them, in other words they behave as they should be, only the Text by few Combat Arts is messed up.
Harbinger of Death ( Vorbote des Todes ) ----> Has no own Skill Description, its the same as Eruptive Desecration.
Modifications and Tooltip ( Shows Regeneration Time ) are displayed correctly for Harbinger of Death ( Vorbote des Todes ).
CA is working properly, the Demon can be summoned.
Eruptive Desecration ( Schändung ) ----> Is labeled as Raving Thrust ( Machtstoß ) in the CA Menu and in the Runemaster Shopping Window.
Tooltip and Modifications are the same as Raving Thrust ( Machtstoß ).
Skill Description is Eruptive Desecration ( Schändung ) and the Skill works as Eruptive Desecration ( Schändung ) - Corpses are exploding.
Archangels Wrath ( Schwertfeuer ) ----> Skill description is the same as Instill Belief.
Tooltip and Modifications are the same as Instill Belief.
But the Skill is working and appears as Archangels Wrath ( Schwertfeuer ) in the CA Menu and Runemaster Shopping Window.
Cobalt Strike ( Energieblitz ) ----> Chain Reaction Mod gives 80% not 90% Chance.
Maybe the Gold Mod for Area Damage behaves the same ( 50% chance area damage instead of 60% ).
Grim Resilience ( Willensstärke ) ----> Silver Mod is Readiness ( Bereitschaft ) instead of Guard. - I didn't find it in the ENG Text Lines either.
Rousing Command ( Kampfruf ) ----> Bronze Mod Readiness ( Bereitschaft ) dont give me more Base Defense Value.
I don't see it in my Status Screens, Defense Value is unchanged on activation.
-------------------------------------------------------------------------------------------------------------------------------------
Sent you the new file !^^
-------------------------------------------------------------------------------------------------------------------------------------
Some Questions :
The Bronze Mod Corrosion ( lowers Armor Resistence ) for Shivering Miasma, how can I see that the Mod is working ?
I took this Modification but I don't make more Damge, the Damage Output is the same on affected Enemys.
Maybe it lowers the Defense Value ( Verteidungswert ) to hit the affected Enemy often ?
Or is the reduction on Level 1 to weak and on a higher CA Level its stronger ?
Is there a way to change the color of Grim Resilience ( Willensstärke ) to something like crimson / blood red ?
I think this fits the Icon and the Description more and the pinkish aura is....not so appealing.
Is Labyrinthine Warlord the only Summon CA with the Tooltip Movement/Runspeed/Velocity + 80 %
besides the Regenration Time ?
Edited by Shadowflare85
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So I have a little update for you Flix. :)

-------------------------------------------------------------------------------------------------------------------------------------
Sent you the new file !^^
-------------------------------------------------------------------------------------------------------------------------------------
Some Questions :
The Bronze Mod Corrosion ( lowers Armor Resistence ) for Shivering Miasma, how can I see that the Mod is working ?
I took this Modification but I don't make more Damge, the Damage Output is the same on affected Enemys.
Maybe it lowers the Defense Value ( Verteidungswert ) to hit the affected Enemy often ?
Or is the reduction on Level 1 to weak and on a higher CA Level its stronger ?
Is there a way to change the color of Grim Resilience ( Willensstärke ) to something like crimson / blood red ?
I think this fits the Icon and the Description more.
Is Labyrinthine Warlord the only Summon CA with the Tooltip Movement/Runspeed/Velocity + 80 %
besides the Regenration Time ?

 

Thanks for the updates. Looks like most problems were just with lines I needed to swap around. It's hard to keep of track of things when you don't know the language.

 

The "Lower Armor" spell token was scripted by the developers for the CA and it works, but it is highly unremarkable in effect. Enemy armor is usually very low, and armor can't be reduced below a value of '0' as in some other RPG's. Furthermore most enemies have damage mitigation (not visible in any tooltips, but I see it in the scripts), and that's usually the real source of enemy resistance, not armor values. When I sought to create a similar effect in my Sacred 2 Diablo Mod, I ended up using instead the "sensitivity" effects like those used by Icy Evanescence and Fiery Ember. They have a much more dramatic effect because they're like reverse damage mitigation. I think it might be a good idea to that for Shivering Miasma/Deathchill Aura as well. ;)

Edited by Flix
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So I have a little update for you Flix. :)

-------------------------------------------------------------------------------------------------------------------------------------
Sent you the new file !^^
-------------------------------------------------------------------------------------------------------------------------------------
Some Questions :
The Bronze Mod Corrosion ( lowers Armor Resistence ) for Shivering Miasma, how can I see that the Mod is working ?
I took this Modification but I don't make more Damge, the Damage Output is the same on affected Enemys.
Maybe it lowers the Defense Value ( Verteidungswert ) to hit the affected Enemy often ?
Or is the reduction on Level 1 to weak and on a higher CA Level its stronger ?
Is there a way to change the color of Grim Resilience ( Willensstärke ) to something like crimson / blood red ?
I think this fits the Icon and the Description more.
Is Labyrinthine Warlord the only Summon CA with the Tooltip Movement/Runspeed/Velocity + 80 %
besides the Regenration Time ?

 

Thanks for the updates. Looks like most problems were just with lines I needed to swap around. It's hard to keep of track of things when you don't know the language.

 

The "Lower Armor" spell token was scripted by the developers for the CA and it works, but it is highly unremarkable in effect. Enemy armor is usually very low, and armor can't be reduced below a value of '0' as in some other RPG's. Furthermore most enemies have damage mitigation (not visible in any tooltips, but I see it in the scripts), and that's usually the real source of enemy resistance, not armor values. When I sought to create a similar effect in my Sacred 2 Diablo Mod, I ended up using instead the "sensitivity" effects like those used by Icy Evanescence and Fiery Ember. They have a much more dramatic effect because they're like reverse damage mitigation. I think it might be a good idea to that for Shivering Miasma/Deathchill Aura as well. ;)

Hey no problem, I'm glad that I can help to make your mod support the german language.^^

 

Yeah for Shivering Miasma/Deathchill Aura I think it would be better like this :

1.Bronze Mod - Reducing Enemys Attack Value

2. Bronze Mod - No Changes ( More Ice Damage )

1. Silver Mod - No Changes ( Chance to Reflect Root Effects )

2. Silver Mod - Reducing Enemys Ice Resistence, like Icy Evenescence

1. Gold Mod - No Changes ( Upgrading to Buff )

2. Gold Mod - No Changes ( Allys getting the Effect of Shivering Miasma )

 

With this you can make a really good *Icy Aura* and I would really enjoy it this way. :drool:

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I'll put the modificated globalPl_texts here because I don't have your email. I am sorry but I had to pack it with WinRAR.

EDIT:

Bug report about translation (grouped by character classes):

Seraphim:

Soul Hammer - Silver mod Disarm has the old description.

Hallowed Restoration's old name, description and modifications are unchanged to Archangel's Wrath's.

Sublime Guardian still has the name of Instill Belief.

Sonic Vortex still has the name of Archangel's Wrath.

Inquisitor:

Eruptive Desecration has the name and modifications of Raving Thrust.

Harbringer of Death still has description of Eruptive Desecration.

Runemaster still shows Raving Thrust and Eruptive Desecration instead of Eruptive Desecration and Harbringer of Death.

High Elf:

Rumemaster still shows Grand Invigoration and Shadow Step instead of Mage's Familiar and Thaumaturgic Nova.

Shadow Warrior:

Shivering Miasma has description and modifications of Shadow Veil.

Runemaster still shows Ruinous Onslaught and Shadow Veil instead of Labyrinthine Warlord and Shivering Miasma.

Dryad:

Venomous Entrapment still has the name of the Forest Flight.

Priestess of Doom still has the name of the Black Curse.

Temple Guardian:

Sentinel Construct still has the name of Propelled Levitation.

Positronic Overload still has the name of Fiery Ember.

Icy Ember still has the name of Icy Evanescence.

Dragon Mage:

Draconic Ally still has the name of Familiar.

Runemaster still shows Dragon Form and Magic Barrier instead of Dragon's Wrath and Elemental Strike.

---

For now I've only tested character's CA, I didn't have enough time to test the horses.

globalPl_texts.rar

Edited by KrystianCzach243r
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OK thanks. I'm not surprised at any of these things. I only put the things that needed translating, not every single line that was changed. Which means it up to me to put all instances of new combat art names where they belong (for example CA names go twice, once for the interface and once for the rune), and also to swap texts that weren't changed but simply moved (Nothing from Archangel's Wrath was changed but it needs to be moved to a new spot in global.res).

 

Thanks it was a big help to me that you worked on it. I'll try to get everything straight for both languages in a couple days.

Edited by Flix

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Ok found some exceptions to what I wrote above. I forgot to put the Harbinger of Death description in the text file. I also forgot the new Grim Resilience modifcation text (Guard). I guess the French version would be missing them too.

 

2719182357 Summons a daemon warrior to fight for the Inquisitor.

0847253497 Guard - Increases resistance to all secondary damage effects.

 

Can I get this translated in German and Polish please?

Edited by Flix

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2719182357 Przywołuje demona wojownika walczącego po stronie Inkwizytora.

0847253497 Ostrożność - Zwiększa odporność na obrażenia rozłożone w czasie.

The second one may be a little wrong but I can't think of better translation for this at the moment. Sorry ;/

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Ok found some exceptions to what I wrote above. I forgot to put the Harbinger of Death description in the text file. I also forgot the new Grim Resilience modifcation text (Guard). I guess the French version would be missing them too.

 

2719182357 Summons a daemon warrior to fight for the Inquisitor.

0847253497 Guard - Increases resistance to all secondary damage effects.

 

Can I get this translated in German and Polish please?

Sure !

2719182357 Beschwört eine dämonische Kriegerin die für den Inquisitor kämpft.

 

0847253497 Schutz - Erhöht die Resistenz gegenüber alle Zusatzwirkungen.

 

And nobody is perfect. :thumpsup:

We are trying to make it a very good mod for Sacred 2 !

Thats all that counts !

Edited by Shadowflare85

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Right now I am even working on build for Dryad using this mod >:D But I don't know what to take in offensive skills to unlock Damage Lore (it's an Expert Touch Voodoo Dryad so Tactic Lore won't help much).

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I checked the new global.res and 90% is fixed !^^

 

I found few things which must be fixed, then the German Version of your Mod is complete (hopefully) and done. :)

 

Shadow Warrior ( Schattenkrieger )

Rousing Command ( Kampfruf ) ----> The second bronze Mod Readiness ( Gewandheit ) dont add anything to your Defense Value.

No Armor, No Resistence, No Spell Resistence and no Dodge either.

Is it something we can see in the Status Window ?

 

Inquisitor ( Inquisitor )

Eruptive Desecration ( Schändung ) ----> Is labeled as Raving Thrust ( Machtstoß ) in the CA Window,

the Runemaster shopping Window and as Rune itself.

Description and the Mods are Eruptive Desecration ( Schändung ).

 

High Elf ( Hochelfe )

Cobalt Strike ( Energieblitz ) -----> Chain Reaction Mods ( Überschlag ) dont give 90% chance for a chain strike, its 80%.

 

The Rest is fine, working and displayed as it should be. :lol:

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Shadow Warrior ( Schattenkrieger )

Rousing Command ( Kampfruf ) ----> The second bronze Mod Readiness ( Gewandheit ) dont add anything to your Defense Value.

No Armor, No Resistence, No Spell Resistence and no Dodge either.

Is it something we can see in the Status Window ?

I think I needed to change the spells.txt entry to get the Defense Value to function. I haven't tested it yet. As for other effects not working, check the sigma bonus overview and see if new bonuses pop up. At any rate, none of this is a text issue, and has nothing to do with global.res.

 

Inquisitor ( Inquisitor )

Eruptive Desecration ( Schändung ) ----> Is labeled as Raving Thrust ( Machtstoß ) in the CA Window,

the Runemaster shopping Window and as Rune itself.

Description and the Mods are Eruptive Desecration ( Schändung ).

Fixed it. There are extra unused entries for the Inquisitor CA's that were throwing me off.

 

High Elf ( Hochelfe )

Cobalt Strike ( Energieblitz ) -----> Chain Reaction Mods ( Überschlag ) dont give 90% chance for a chain strike, its 80%.

Ah, I see finally. It still says 80% (this goes for English and French versions too). It actually gives 90% chance, just the text is wrong. Fixed it.

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Shadow Warrior ( Schattenkrieger )

Rousing Command ( Kampfruf ) ----> The second bronze Mod Readiness ( Gewandheit ) dont add anything to your Defense Value.

No Armor, No Resistence, No Spell Resistence and no Dodge either.

Is it something we can see in the Status Window ?

I think I needed to change the spells.txt entry to get the Defense Value to function. I haven't tested it yet. As for other effects not working, check the sigma bonus overview and see if new bonuses pop up. At any rate, none of this is a text issue, and has nothing to do with global.res.

 

>Inquisitor ( Inquisitor )

Eruptive Desecration ( Schändung ) ----> Is labeled as Raving Thrust ( Machtstoß ) in the CA Window,

the Runemaster shopping Window and as Rune itself.

Description and the Mods are Eruptive Desecration ( Schändung ).

Fixed it. There are extra unused entries for the Inquisitor Combat Arts that were throwing me off.

 

High Elf ( Hochelfe )

Cobalt Strike ( Energieblitz ) -----> Chain Reaction Mods ( Überschlag ) dont give 90% chance for a chain strike, its 80%.

Ah, I see finally. It still says 80% (this goes for English and French versions too). It actually gives 90% chance, just the text is wrong. Fixed it.

 

Nope, nothing is changing in the sigma bonus overview ( except the increased attack value from Rousing Command - Kampfruf ).

 

And cool, this was fast fixing. ^^

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Just for the record you shouldn't see "No Armor, No Resistence, No Spell Resistence and no Dodge" for Rousing Command. It only increases Attack Value by default. Mods will allow for: Attack Speed, Run Speed, Defense Value (probably not working yet) and regen time - X%. If you haven't taken any of these mods you're not going to see anything in the tooltips. I guarantee the vanilla mods work though.

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Just for the record you shouldn't see "No Armor, No Resistence, No Spell Resistence and no Dodge" for Rousing Command. It only increases Attack Value by default. Mods will allow for: Attack Speed, Run Speed, Defense Value (probably not working yet) and regen time - X%. If you haven't taken any of these mods you're not going to see anything in the tooltips. I guarantee the vanilla mods work though.

Ah I see, you misunderstand me.

The No Armor, No Resistence, No Spell Resistence and no Dodge was refered to the Defense Value.

I thought it will increase ONE of these Statistics/Attribute for the Bronze Mod Readiness ( Gewandheit ) because I didnt notice any difference.

But you said right now it will be the regular Defense Value and no other Defensive Statistic/Attribute.

Now I know which will be increased for the Bronze Mod.^^

 

I hope now its clear what I meant. ;)

 

--------------------------------------------------------------------------------------------------------------------------------------

UPDATE:

Now everything is working @ Flix

Except the Defense Value Bronze Mod for Rousing Command ( Kampfruf ).

But everything is displayed now correctly and the German Version is complete !^^

Edited by Shadowflare85
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For now I've only tested polish version of Shadow Warrior and everything displays perfectly now, I will test it further later, today I'm off :P But who knows, maybe I will ignore sleeping tonight and I will test everything? This is kind of possible :I

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Well with no updates from you guys in a while I'm guessing the German and Polish languages are good to go? :)

 

I've got the next release of the mod ready so if there's nothing else to correct, I'll upload it this week.

In addition to the new languages I fixed the bronze mods for Rousing Command (base defense value now works) and Shivering Miasma/Deathchill aura (enemy resistances are now pierced).

 

Finally, I also put together a new "Challenge Patch" a rebalance sub-mod that can be installed on top to add a significant difficulty increase to the game when using Enhanced Spells.

 

Challenge Mode Features:

  • Critical hit damage increased from 120 percent to 150 percent.
  • 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%.
  • No more damage downscaling for NPC's (they will inflict full damage on each other).
  • 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 doubled.
  • Enemy weapon and spell damage and armor significantly increased (from about 40% on bronze to over 300% on Niobium).
  • Champion enemies receive greater bonuses to hitpoints, damage, armor, chance for critical hits, and attack and defense. They are no longer simply normal enemies with a bit more health. They can be extremely deadly.
Edited by Flix
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Well with no updates from you guys in a while I'm guessing the German and Polish languages are good to go? :)

 

I've got the next release of the mod ready so if there's nothing else to correct, I'll upload it this week.

In addition to the new languages I fixed the bronze mods for Rousing Command (base defense value now works) and Shivering Miasma/Deathchill aura (enemy resistances are now pierced).

 

Finally, I also put together a new "Challenge Patch" a rebalance sub-mod that can be installed on top to add a significant difficulty increase to the game when using Enhanced Spells.

 

Challenge Mode Features:

  • Critical hit damage increased from 120 percent to 150 percent.
  • 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%.
  • No more damage downscaling for NPC's (they will inflict full damage on each other).
  • 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 doubled.
  • Enemy weapon and spell damage and armor significantly increased (from about 40% on bronze to over 300% on Niobium).
  • Champion enemies receive greater bonuses to hitpoints, damage, armor, chance for critical hits, and attack and defense. They are no longer simply normal enemies with a bit more health. They can be extremely deadly.

You are right, the German Translation is done and good to go.

But I said that in my last post that the translation is done for the German Version.^^

The Challenge Mode sounds interesting. ;)

--------------------------------------------------------------------------------------------------------------------------------------

Edit :

I linked your Mod on a German Sacred Fansite :

http://forum.worldofplayers.de/forum/threads/1416684-Enhanced-Spells-Mod-auf-Deutsch-f%C3%BCr-Sacred-2?p=24023065#post24023065

Maybe you will get more Feedback as you want. ^^

-----------------------------------------------------------------------------------------------------------------------------------------

Edit Nr.2

@ Flix I found out it exists a little Update for the CM-Patch.

Its called CM V0154 and they added a Battery for the Temple Guardian.

Can you make your mod support the CM V0154 ?

Here is the Link:

https://drive.google.com/folderview?id=0B6mWJPtqErDcZlNXQ1hfM3RNTmc&usp=sharing&tid=0B6mWJPtqErDcSkg0eGdubGdVaHM

What is changed, I dont know, the Person which linked this said that a neww Battery is available for the TG and the next Patch will be CM V0160.

Edited by Shadowflare85
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I've tested all the characters already and I've got news - there is a few things to fix yet

Dragon Mage's Draconic Ally combat art name is displayed in english (however the description and modifications are fine)

Inquisitor's Eruptive Desecration is still displayed as Raving Thrust (however the description and modifications are fine)

Seraphim's Archangel's Wrath is still displayed as Hallowed Restoration, so are the modifications (but the description is for AW)

The rest is now displayed correctly :3

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Edit :

I linked your Mod on a German Sacred Fansite :

http://forum.worldofplayers.de/forum/threads/1416684-Enhanced-Spells-Mod-auf-Deutsch-f%C3%BCr-Sacred-2?p=24023065#post24023065

Maybe you will get more Feedback as you want. ^^

-----------------------------------------------------------------------------------------------------------------------------------------

Edit Nr.2

@ Flix I found out it exists a little Update for the CM-Patch.

Its called CM V0154 and they added a Battery for the Temple Guardian.

Can you make your mod support the CM V0154 ?

Here is the Link:

https://drive.google.com/folderview?id=0B6mWJPtqErDcZlNXQ1hfM3RNTmc&usp=sharing&tid=0B6mWJPtqErDcSkg0eGdubGdVaHM

What is changed, I dont know, the Person which linked this said that a neww Battery is available for the TG and the next Patch will be CM V0160.

 

Thanks a bunch for posting about it to the German community! :bounce:

Those "updates" you linked are test versions for the next official release of the CM Patch. I hate to say it but I can't do mod support for those because they are always being updated.

I actually worked on that update a little bit. It was my job to add the battery (from Kendric's Archon) to the drop lists. There's more that's been changed (in anticipation of v 1.60) but right now Enhanced Spells is for the latest official CM Patch release, not test versions.

 

 

I've tested all the characters already and I've got news - there is a few things to fix yet

Dragon Mage's Draconic Ally combat art name is displayed in english (however the description and modifications are fine)

Inquisitor's Eruptive Desecration is still displayed as Raving Thrust (however the description and modifications are fine)

Seraphim's Archangel's Wrath is still displayed as Hallowed Restoration, so are the modifications (but the description is for AW)

The rest is now displayed correctly :3

Alright, I'll fix it today and upload the (hopefully final) Polish global.res in this post later. :thumpsup:

 

EDIT: OK here it is.

Edited by Flix
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Edit :

I linked your Mod on a German Sacred Fansite :

http://forum.worldofplayers.de/forum/threads/1416684-Enhanced-Spells-Mod-auf-Deutsch-f%C3%BCr-Sacred-2?p=24023065#post24023065

Maybe you will get more Feedback as you want. ^^

-----------------------------------------------------------------------------------------------------------------------------------------

Edit Nr.2

@ Flix I found out it exists a little Update for the CM-Patch.

Its called CM V0154 and they added a Battery for the Temple Guardian.

Can you make your mod support the CM V0154 ?

Here is the Link:

https://drive.google.com/folderview?id=0B6mWJPtqErDcZlNXQ1hfM3RNTmc&usp=sharing&tid=0B6mWJPtqErDcSkg0eGdubGdVaHM

What is changed, I dont know, the Person which linked this said that a neww Battery is available for the TG and the next Patch will be CM V0160.

 

Thanks a bunch for posting about it to the German community! :bounce:

Those "updates" you linked are test versions for the next official release of the CM Patch. I hate to say it but I can't do mod support for those because they are always being updated.

I actually worked on that update a little bit. It was my job to add the battery (from Kendric's Archon) to the drop lists. There's more that's been changed (in anticipation of v 1.60) but right now Enhanced Spells is for the latest official CM Patch release, not test versions.

 

You're welcome :)

The most of the people will test your mod at weekend and are eager to play it.^^

You made a wonderful job with this mod and I'm happy if I can support you in my own way. :)

 

Its ok, its making more sense if the CM Patch 1.60 is released.

 

When will be the new Version out ?^^

Edited by Shadowflare85
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When will be the new Version out ?^^

 

I'm planning to upload the new version (1.2) at this time tomorrow. :)

 

Enhanced Spells with now work with English, French, German and Polish versions of the game. No need for any special installation instructions either. :)

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When will be the new Version out ?^^

 

I'm planning to upload the new version (1.2) at this time tomorrow. :)

 

Enhanced Spells with now work with English, French, German and Polish versions of the game. No need for any special installation instructions either. :)

Sweet !^^

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Well, this mod has now finally reached us in the German forum, too. Better late than never :biggrin:

I am absolutely thrilled. In particular, the Buffs :yay:

Wow, really great job.

Thank you, for so much more gaming fun.

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Well, this mod has now finally reached us in the German forum, too. Better late than never :biggrin:

I am absolutely thrilled. In particular, the Buffs :yay:

Wow, really great job.

Thank you, for so much more gaming fun.

 

Thanks a lot GoldenGirl! I hope you and many German players will enjoy the mod! :)

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