Tigertank 3 Posted May 24, 2017 Share Posted May 24, 2017 I 'm playing it , my first times play this game . I kniow this game many years ago but forgotten it . now PC don't have any good games ( nier automata is good but I wait for bug fix patch ) , so I read about old good game . and now I'm here , play this game with awesome mods . I wonder do we have sacred 4 , I heard sacred 3 is a failed , bad game Link to comment
Popular Post Flix 5,116 Posted October 3, 2017 Author Popular Post Share Posted October 3, 2017 Enhanced Spells is being updated for CM 1.60. But more than that, it is getting a new version! After release of CM 1.60 (in the near future), Enhanced Spells will be merged with a larger project TBA called Sacred 2 Enhanced Edition. The Enhanced Edition will be a continuation of Enhanced Spells, CM Items Mod, and all the various changes to gameplay I've made that don't fit into the scope of the CM Patch. There will two version of EE, one with Enhanced Spells, one with Original Spells. The improvements to the Enhanced Spells portion of the mod are as follows: ----------------------------------General Spell Changes: ---------------------------------- Divine Gift cooldowns increased to 450s. Summoned minions can now use special moves while maintaining their proper melee behavior. Combat Arts should no longer shake the screen on impact, so long as camerashake is turned off in options.txt. All spells are updated for CM 1.60, so all spell-related improvements will apply. ----------------------------------Seraphim: ---------------------------------- Sublime Guardian now uses Soul Hammer, Pelting Strikes, and Instill Belief. No longer explodes into gore when unsummoned. ---------------------------------- Inquisitor: ---------------------------------- Harbinger of Death is changed to use the model of the Daemon from Sacred Underworld. Now uses Raving Thrust. No longer explodes into gore when unsummoned. ---------------------------------- Shadow Warrior: ---------------------------------- Fixed swapped icons for Shivering Miasma/Deathchill Aura. Gold mod "Aura" (broken) is replaced with "Permafrost" which gives the Shadow Warrior fire immunity. Labyrinthine Warlord has better damage, speed, and physical resistance. Now uses a "Stomp" special move (causes physical damage, stun). ---------------------------------- Temple Guardian: ---------------------------------- Sentinel Construct now uses Primal Mutation and Dedicated Blow. Temple Guardian gets +1 Amulet slot and +1 Ring slot. ---------------------------------- Dragon Mage: ---------------------------------- Eternal Fire is changed from a cone-shaped spell back to its original, single-target behavior. Range increased. Fire damage, Fire DOT, and Plague Fire increased. Chance to spread to nearby enemies increased. Now inflicts death blow (double damage) by default when enemy health falls below 50%. Gold mod "Death Blow" changed to "Cremation" which increases the chance to trigger the Burning secondary effect. Draconic Ally is smaller to avoid it getting in the way in caves and other tight spaces. No longer explodes into gore when unsummoned. As you can see the main changes are to summoned minions. They have better AI, better balancing, and can use special moves now, and in one case, a whole new model: 4 Link to comment
Dragon Brother 619 Posted October 4, 2017 Share Posted October 4, 2017 The throwback to underworld is sweet. Looking forward to more details about the Enhanced Edition. 1 Link to comment
gogoblender 3,070 Posted October 5, 2017 Share Posted October 5, 2017 The mods to eternal fire must be dramatic to see.. can anyone see meltdown!! This looking to be a boss killer now? gogo Link to comment
Jampula 10 Posted December 15, 2017 Share Posted December 15, 2017 Hi, I've been lurking here for a great while and really enjoying this mod. Is it possible to install this on CM patch 1.60? 1 Link to comment
Flix 5,116 Posted December 15, 2017 Author Share Posted December 15, 2017 5 hours ago, Jampula said: Hi, I've been lurking here for a great while and really enjoying this mod. Is it possible to install this on CM patch 1.60? no please don't. They're not compatible. I have updated the mod but I still have to update all the translations. I should have it released in about a week. Link to comment
Marduk23 0 Posted December 15, 2017 Share Posted December 15, 2017 Hey there! Thank you for your great mod - it's the reason I've decided to give this game a try again. Though I've faced a strange bug - when I try to talk to a merchant, the game crushes to menu with "Connection Lost" message. I see you've mentioned that the mod is not compatible with CM patch 1.60. Probably, that's the reason of that bug, right? Should I just wait till you update the mod then? Link to comment
Dragon Brother 619 Posted December 15, 2017 Share Posted December 15, 2017 46 minutes ago, Marduk23 said: Hey there! Thank you for your great mod - it's the reason I've decided to give this game a try again. Though I've faced a strange bug - when I try to talk to a merchant, the game crushes to menu with "Connection Lost" message. I see you've mentioned that the mod is not compatible with CM patch 1.60. Probably, that's the reason of that bug, right? Should I just wait till you update the mod then? As Flix said (see below), the two are not compatible and should not be tried together. It's an interesting bug though. Can you replicate it with only the CM patch 1.60 installed or with Enhanced spells + CM 1.50? 4 hours ago, Flix said: no please don't. They're not compatible. I have updated the mod but I still have to update all the translations. I should have it released in about a week. Link to comment
Marduk23 0 Posted December 15, 2017 Share Posted December 15, 2017 Yeah, I turned the mod off and started a new game, everything was working fine. Tried a couple more times with new characters but any merchant leads to a crush so it should be related to the mod, I suppose. I also had Wardust Serious Textures on but I turned it off to see if exactly this mod was the problem. Link to comment
Flix 5,116 Posted December 15, 2017 Author Share Posted December 15, 2017 Mod's not updated yet. Expect crashes, freezing, corrupted saves, computers growing legs and chasing you down the hall, etc. I wanted to do a simultaneous release but life doesn't always go how you planned... 1 Link to comment
Joubarbe 1 Posted December 23, 2017 Share Posted December 23, 2017 Any ETA on the release? Thank you guys for keeping this game modded. I thought it was dead and reinstalled it just because you announced your Enhanced Edition. Link to comment
Flix 5,116 Posted December 23, 2017 Author Share Posted December 23, 2017 People keep reporting bugs and the patch keeps getting updated, which delays me being able to update and release any other mods based on it. So no, there's no ETA. Link to comment
gogoblender 3,070 Posted December 25, 2017 Share Posted December 25, 2017 On 2017-12-15 at 6:05 PM, Flix said: Mod's not updated yet. Expect crashes, freezing, corrupted saves, computers growing legs and chasing you down the hall, etc. I wanted to do a simultaneous release but life doesn't always go how you planned... That part about the computer growing legs is quite the epic feature however... Flix you keep pulling out miracles for us ? Gogo Link to comment
Flix 5,116 Posted December 27, 2017 Author Share Posted December 27, 2017 Ok, it's released. Enhanced Spells has now morphed into Enhanced Edition, as the scope is much larger than just spells now. For old fans of the mod, the first post has been updated with all the latest information. For those with a more purist bent, there is also an "Original Spells" version you can choose, which provides all the changes from Enhanced Edition with all the vanilla combat arts in place (no replacements) and only minimal enhancements to the spells. Parts of the old "Challenge Mode" are now built right into Enhanced Edition, particularly the boost to bosses and elite enemies. The new Challenge Mode contains only an altered balance.txt, with numerous adjustments to increase difficulty - see first post/change log for full list. There is also a whole new optional module called "SuperSpawn" which has significantly increased enemy spawn count. From the "Compatibility" section of the documentation: No previous versions or components of the old Enhanced Spells should be installed. No mods that alter scripts will be compatible with S2EE. This includes: Diablo 2 Fallen, undressed Mods, Boss Arena, Age of Heroes, Survival Mod, Llama's Mod, Wardust's Mods Mods that are known to be compatible: Music Mods, Interface Mods, Main Menu Mods, Reduced Fog, Elite Textures (either official or the unofficial "trimmed" version). 1 Link to comment
Popular Post Jampula 10 Posted December 27, 2017 Popular Post Share Posted December 27, 2017 I started playing this yesterday with SuperSpawn and feels really good so far, awesome work! I'm tempted to also install the challenge mode but last time I tried it every spell-caster enemy just shredded my Shadow Warrior even though he had Spell Resistance, high Willpower and spell res oriented gearing. Maybe now my Dragon Mage could handle them better... 2 Link to comment
Popular Post Flix 5,116 Posted December 27, 2017 Author Popular Post Share Posted December 27, 2017 8 hours ago, Jampula said: I started playing this yesterday with SuperSpawn and feels really good so far, awesome work! I'm tempted to also install the challenge mode but last time I tried it every spell-caster enemy just shredded my Shadow Warrior even though he had Spell Resistance, high Willpower and spell res oriented gearing. Maybe now my Dragon Mage could handle them better... Challenge Mode is rebalanced in the new version. The changes to elites are in the base mod now, so there's increased difficulty even without Challenge Mode. You could try it and let me know the results, as I can always work on the balance more. 3 Link to comment
Marduk23 0 Posted January 3, 2018 Share Posted January 3, 2018 (edited) Thanks for the update! Enjoying the game now during my winter holidays. I'd like to make a suggestion on Dragon Mage skills if you don't mind. Have you considered making it into a hybrid mage-warrior a bit more? Even though it's a mage class I always saw it more as a warrior and played it Sohei-style one guide on the forum suggests. So if you added one or two more weapon-based skills it would make the character more versitile, I think. Like turning the Elemental Strike skill into a splash damage one or a combo of strikes, for instance - Archangel Wrath has never seemed exciting to me anyway as there are energy weapons in the game that do the trick. Or maybe even turning the Dragon Strike skill into an actual strike of some sort as having a dragon flying over your head every few seconds seems a bit odd. And one more thing about Dragon Berserk. I really like the changes you've implemented as it makes this skill more useful. But I feel like the form lacks some more skills of it's own to make it more exciting. I recall playing the first part of the game as Vampire and I really liked the shapeshift mechanic then. Maybe you could add something like fire breath and leap skills to the dragon form? Perhaps I'm mistaken, but it seems to me that it would not be too hard to code as you can take Furious Emblazer or original Fire Odem and Assailing Somersault as basis for those skills. It makes sense to me as the actual Dragon Form skill is gone from the mod. Also, it seems to me that I have encountered a small bug. When I try to exchange runes having more than one of this kind prevents them from being put into the exchange slot. I haven't played the original game much to know if this problem is related to this mod, to the community patch or else. I don't have any other mods installed. Edited January 3, 2018 by Marduk23 Link to comment
Popular Post rm3000 85 Posted January 4, 2018 Popular Post Share Posted January 4, 2018 (edited) 6 hours ago, Marduk23 said: Also, it seems to me that I have encountered a small bug. When I try to exchange runes having more than one of this kind prevents them from being put into the exchange slot. I haven't played the original game much to know if this problem is related to this mod, to the community patch or else. I don't have any other mods installed. That's because of the stacked runes, which is a CM feature (I believe). The exchange runes window doesn't know about that and probably just sees [something else] instead of the required [any single rune] and therefore refuses to work. You can simply split one rune into it's own place (shift-click) and then exchange the rune. Edited January 4, 2018 by rm3000 3 Link to comment
Marduk23 0 Posted January 4, 2018 Share Posted January 4, 2018 10 hours ago, rm3000 said: You can simply split one rune into it's own place (shift-click) and then exchange the rune. Thanks! Exactly what I thought, just couldn't figure out the key combination for splitting stacks. Link to comment
comer 1 Posted January 7, 2018 Share Posted January 7, 2018 (edited) Does this from survival mode - Tougher Elite troops. Most Elite enemies are substantially tougher combatants, doing more damage and having much better chance at actually hitting the players, especially higher-level ones. Slightly boosted bosses. Boss-grade enemies are slightly boosted in their fighting capability (around 20% overall) and they also are more accurate in their attacks and are more capable of actually hitting the players. Boosted rewards - to compensate for the increase Bosses and Elite enemies will drop 50% more items and gold and will provide 100% more experience. Additionally, there is some more variety and more stuff to purchase from vendors compared to vanilla, even if you don't have the trading skill. More pronounced difficulty scale. Enemies scale somewhat higher in difficulty as you progress along the quest line. Expect tougher resistance in endgame regions of Ancaria, while starter regions are pretty much vanilla but for the numbers. - Is included in the challenge modе? Also what is the difference between original spells and enhanced once? Tha nks in advance! Edited January 7, 2018 by comer Link to comment
Flix 5,116 Posted January 7, 2018 Author Share Posted January 7, 2018 2 hours ago, comer said: Does this from survival mode - Tougher Elite troops. Most Elite enemies are substantially tougher combatants, doing more damage and having much better chance at actually hitting the players, especially higher-level ones. Slightly boosted bosses. Boss-grade enemies are slightly boosted in their fighting capability (around 20% overall) and they also are more accurate in their attacks and are more capable of actually hitting the players. Boosted rewards - to compensate for the increase Bosses and Elite enemies will drop 50% more items and gold and will provide 100% more experience. Additionally, there is some more variety and more stuff to purchase from vendors compared to vanilla, even if you don't have the trading skill. More pronounced difficulty scale. Enemies scale somewhat higher in difficulty as you progress along the quest line. Expect tougher resistance in endgame regions of Ancaria, while starter regions are pretty much vanilla but for the numbers. - Is included in the challenge modе? Also what is the difference between original spells and enhanced once? Tha nks in advance! Most of that is in the base mod. The difficulty scaling is in the Challenge Mode. Survival Mod was not balanced, and had many script errors that resulted enemies getting bonuses multiple times. Original Spells = No spells are replaced, it's the entire original selection of spells. Enhanced Spells = several spells are replaced with new ones for each character. They're described in the first post of this thread. Link to comment
comer 1 Posted January 7, 2018 Share Posted January 7, 2018 1 hour ago, Flix said: Most of that is in the base mod. The difficulty scaling is in the Challenge Mode. Survival Mod was not balanced, and had many script errors that resulted enemies getting bonuses multiple times. Original Spells = No spells are replaced, it's the entire original selection of spells. Enhanced Spells = several spells are replaced with new ones for each character. They're described in the first post of this thread. ok ty then what about this - Boosted rewards - to compensate for the increase Bosses and Elite enemies will drop 50% more items and gold and will provide 100% more experience. Additionally, there is some more variety and more stuff to purchase from vendors compared to vanilla, even if you don't have the trading skill. Is it still in the challenge mode? Link to comment
Flix 5,116 Posted January 7, 2018 Author Share Posted January 7, 2018 1 hour ago, comer said: ok ty then what about this - Boosted rewards - to compensate for the increase Bosses and Elite enemies will drop 50% more items and gold and will provide 100% more experience. Additionally, there is some more variety and more stuff to purchase from vendors compared to vanilla, even if you don't have the trading skill. Is it still in the challenge mode? Yes Link to comment
Popular Post xcessive 55 Posted January 11, 2018 Popular Post Share Posted January 11, 2018 (edited) Hey Flix, I tested the Enhanced Edition (with enhanced spells and super spawn, but not challenge mode) for the last couple days. I really like it, but there is also still room for improvement. So here it goes: 1. I think the skeleton champions just in the beginning of the game are too strong. They oneshot player characters until level 5-8 (maybe even higher). I put all points in vitality and had armor lore maxed and still got oneshot and the same happened to my brother. It even happened to me a 2nd time, even after I knew about the danger. I played a ranged char and I dont know how a pure melee fighter would even stand a chance. Their individual hits do around 20% max hp dmg, but they seem to use a CA which makes them strike for multiple hits at once. It needs to be toned downed in the early game. 2. There are still items that improve pacifism. 3. In my opionion it is too easy now to get the legendary relics. It used to be a real achievement to find these, now u can just do a quest for them. This way they completely lost their "special value". And it also makes all the "normal" relics and even the unique ones completely useless. So there is no feeling of any kind of development for a char, since he can have the best possible relics from (almost) the start of the game and never has to wear any "2nd class" items. I still like the general idea, to get the legendary relics from the corresponding elemental boss, though. But there needs to be more of a grind for them. Like "kill the boss 30-50 times and there is a good chance that you get a legendary relic". 4. The boni you added to the Blacksmith skill are just OP. Just three blacksmith arts for 100% chance to half regtime (+the old boni)! Just four blacksmith arts to get "chance to disregard armor" over 100% (+the old boni). And the chance to not destroy additional enhancements DOES go over 100%. Plus, you dont even need to master blacksmithing (you dont need to invest hard points) , these boni are even usable when the skill is increased to 75 with boni from the armor. 5. The XP you get from quests on gold and higher difficulty is WAY TOO HIGH. I leveled my Seraphim from 68 to 100 in 130 minutes. I only played her for 37 hours and got to level 172 (and then I died in the Cursed Forest because I forgot to reactivate my Divine Protection in the middle of a big crowd...). When I read, that you improved the XP from quests, I expected a 20% increase or sth like that (which would be fine). But did you multiply it by 10:) Its way too much XP. I hope this feedback helps you to further improve the mod, as I really like to play it. Good job! Edited January 11, 2018 by xcessive 1 1 Link to comment
lordvampir 5 Posted January 19, 2018 Share Posted January 19, 2018 (edited) Please forgive me for writing in Russian, I have very bad English! Обнаружил ошибку, играя за Dragon Mage в облике Dragon Berserk. Игра вылетает на рабочий стол, когда активирован Protector. При этом не имеет значения активирован ли какой-нибудь другой бафф. Более того, когда используются (даже одновременно) Draconic Ally и Runes of Protection, такой ошибки не наблюдается. В обычном облике таких проблем так же не наблюдается. In English (google translate): Found out a mistake, playing for Dragon Mage in the guise of Dragon Berserk. The game takes off to the desktop when the Protector is activated. It does not matter if any other buff is activated. Moreover, when using (even simultaneously) Draconic Ally and Runes of Protection, such an error is not observed. In the usual form of such problems are also not observed. version: Sacred 2 Gold 2.65.2 + Community Patch 0160 + Enhanced Edition 2.0 (Enhanced Spells + Challenge Mode) Without Challenge Mode: without changes Sorry, this bug is also observed without Enhanced Edition 2.0 Theanks! Edited January 20, 2018 by lordvampir Link to comment
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now