Flix 5,184 Popular Post Share Posted August 9, 2014 Sacred 2 Enhanced Edition View File Sacred 2 Enhanced Edition by Flix Sacred 2 Enhanced Edition (S2EE) is the continuation of my work on older mods such as Enhanced Spells and the Community Patch, of which S2EE is meant to be the successor. S2EE contains hundreds of bugfixes, as well as numerous gameplay enhancements such as redesigned balance, quality-of-life improvements, and cosmetic changes. Enemies are more challenging, quests are more rewarding, and items are more varied, unique, and useful. This mod also features AI-Upscaled Textures that will work if the Elite Textures are installed. These all-new HD textures will be used for the DLC and expansion content which never received any official elite textures. S2EE is designed for the player to install the CORE module, then they may install some optional add-on modules. See the "Sacred 2 EE Manual.pdf" for full list of modules and features. Currently supported languages: CORE module: English, French, German, Italian, Polish, Russian, Spanish, Hungarian. Alternate Spells: English, French, German, Italian, Polish, Russian, Spanish. Optional Modules: Alternate Spells - Swap out several vanilla combat arts with new custom ones. Challenge Mode - Significantly increased difficulty. SuperSpawn - Increases enemy spawn count by 2-3x. Enhanced Music - A game-wide expansion pack for all regional background music. Portrait Overhaul - Revamps all the NPC and enemy icons with new artistic portraits with more character and personality. Free-For-All Quests - Makes all quests available in all game modes, and allows all bosses to respawn each game session. Classic Icons - Restores the aspect background and combat art icons to vanilla. Classic Icons for Alt. Spells - Change the aspect background and combat art icons to the "classic" style. ================================================= Installation: If upgrading from vanilla or EE 3.0 and below: I HIGHLY advise NEW CHARACTERS or you may have broken spells & quests, re-rolled bonuses on gear, or other odd behavior. Download the Generic Mod Enabler (GME) and install it to your Sacred 2 root folder. Mod Enabler is available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml For Steam the root folder is C:\Program Files (x86)\Steam\steamapps\common\Sacred 2 Gold For GOG or disk version, the root folder is wherever you installed the game, for example C:\Sacred 2 Gold After running the GME once, it will make a folder called "MODS" there. Extract/copy/move the contents of the compressed zip file into the "MODS" folder. There should be 9 folders (the Docs folder need not be placed in the MODS folder). S2EE contains one CORE module and eight optional add-on modules. You must install "Sacred 2 CORE EE 3.2 - Required" at the very least. Run the GME and enable the CORE module. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish. - Optional - add-on modules should be installed afterward. Do not install any of the add-on modules without the CORE module installed first. Overwrite warnings are to be expected when you install the optional modules. ================================================== Compatibility: This mod requires Sacred 2 + Ice & Blood expansion with the latest patch (2.65.02) installed (or simply Sacred 2 Gold). This mod additionally requires that Community Patch 1.60 be installed. No previous versions or components of the old Enhanced Edition should be installed. No mods that alter scripts will be compatible with S2EE. This includes: Diablo 2 Fallen, Boss Arena, Age of Heroes, Survival Mod, Llama's Mod, Wardust's Mods, Dimitrius's Patch Addendum 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), and simple texture mods like Eye mod or Grass mod. ================================================= Development (Enhanced Spells module): For detailed list of changes to combat arts (and Alternate Spells) , and for pictures and videos, and development info, visit this thread: ================================================= Known Issues: Not all properties of a Combat Art update dynamically in the CA tooltip text. This is a pre-existing issue in the vanilla game as well. However rest assured that all properties of Combat Arts should be clearly described in the CA description text and will appear (if applicable) in the Sigma bonus overview and/or character overview. Dragon's Wrath cannot go into a combo. No known solution. If you find bugs, exploits, or other issues, don't forget to let me know so I can address them. ================================================= Credits: Flix - Main author, scripts, game texts, textures, sounds, icons. Dimitrius154 - programming, scripting, advice, asset importing. Pesmontis - new model importing, text encoding tools. desm - French translation. Shadowflare85 - German translation. KrystianCzach243r - Polish translation. Nikoleagle and LordKomar - Russian translation. Deivix - Spanish translation. Pokolfajzat - Hungarian translation. Loromir - Italian translation. Lindor - reworked Ancient Bark FX. Ysendra - new Daemon textures. SX255 - new Deathly Spears icon. Luthal - helped work out how to handle summoned minions. Caledor - ideas on adjusting balance, skill effects, and the interface. Charon117 - tools for cleaning & optimizing scripts. Everyone who played the mod and posted feedback. Gogoblender and Schot - hosting this mod on DarkMatters. Llama - making his CM Patch Mod and showing me the way into modding Sacred 2 spells. Submitter Flix Submitted 08/09/2014 Category Community Patch 2 Link to comment
Dragon Brother 619 Share Posted August 10, 2014 Yet more wonderful innovation in this great game. It's great to see you keep the torch burning Flix! 1 Link to comment
Flix 5,184 Author Share Posted August 13, 2014 (edited) Thanks! Edited October 14, 2014 by Flix Link to comment
KJnewBEE 18 Share Posted September 21, 2014 (edited) the best mod I've seen in here by far, great job flix, max respect man, I do hope you can make a time limit on the blood dryad somon soon,, ow, I totally forgot to say that in the intallation, the first never work for me, dont know why, but the second work but I lost some minor changes, nevertheless this mod is a masterpiece.. Edited September 21, 2014 by KJnewBEE 1 Link to comment
KJnewBEE 18 Share Posted October 8, 2014 flix is this still works in v150? I just love this mod, Link to comment
Flix 5,184 Author Share Posted October 8, 2014 flix is this still works in v150? I just love this mod, No. Please give me a few days while I update the next version of the mod. Version 1.0 will be built off of CM Patch 1.50 and will have all the improvements we've been discussing on the boards. 1 Link to comment
KJnewBEE 18 Share Posted October 8, 2014 wow, cant wait, thanks flix, YOU ARE THE MAN.. Link to comment
TheEye2108 3 Share Posted October 13, 2014 can you make it so the draconic ally does not self destruct when mounted ore make it auto respawn when dismount Link to comment
Flix 5,184 Author Share Posted October 13, 2014 can you make it so the draconic ally does not self destruct when mounted ore make it auto respawn when dismount I've never seen this kind of behavior. I just checked to make sure and there was no problem, so it shouldn't be an issue in v 1.0. Link to comment
TheEye2108 3 Share Posted October 13, 2014 It works when you transform with Dragon Berserk he disappears and reapers when the timer runes out that si what I ment. So that will work for the mounting and dismounting in 1.0? And yes he is definitely to weak Link to comment
Flix 5,184 Author Share Posted October 13, 2014 Oh, that's how the game works by default. Buffs are deactivated upon shapeshifting, and reactivated upon changing back. This includes summons. I can't change that behavior. He's powered up big time in the next version. Link to comment
TheEye2108 3 Share Posted October 13, 2014 it should be possible since it works with the transformation just use the same effect for dismounting to activate the buff automatically :) Link to comment
Flix 5,184 Author Share Posted October 14, 2014 You want the summoned Dragon to disappear when you mount and reappear when you dismount? Why on earth would I do that? Link to comment
TheEye2108 3 Share Posted October 14, 2014 I misunderstand you sorry you meant you cant change the shape shifting debuff but you did change him disappearing when mounting . Link to comment
Flix 5,184 Author Share Posted October 14, 2014 I guess I don't understand you. The Draconic Ally buff does not deactivate when you mount the Draconicon. No buffs do. It's just as I said in post #9. It's not an issue. Link to comment
TheEye2108 3 Share Posted October 14, 2014 But it those when you month a horse a normal horse I did not try it with the Draconicon. Can that be changed ore is it just a problem with my game :) New player did not finish play the expansion yet Link to comment
Flix 5,184 Author Share Posted October 14, 2014 Ok now I understand. What you wanted me to do was make the buff reactivate when dismounting a Horse. There's something you need to know about Sacred 2: when any character mounts a Horse (a regular horse) they can no longer use any of their normal combat arts, including buffs. Buffs are deactivated and you get a new set of Horse combat arts. This is why most people prefer to ride the special mounts: you can still use your buffs and combat arts. So almost no players choose to ride a horse. For the next version of this mod, I tried to make the Horse combat arts more exciting, so maybe more people would think about riding horses. But I can't change the way buffs are deactivated, and I can't make them automatically reactivate when dismounting, sorry. Link to comment
TheEye2108 3 Share Posted October 14, 2014 Ok at least when understood each other It's boring to have to always reactivate the buff during the starting area until you get the mount Link to comment
Flix 5,184 Author Share Posted October 14, 2014 Alright guys the new version of Enhanced Spells is live! Version 1.0 is uploaded to the DarkMatters Downloads section. The first post in this thread has been updated with the latest instructions and info. Download the latest version and check out the first post in the Enhanced Spells Development Thread which has been updated to reflect all the latest enhancements. Here is the changelog: Enhanced Spells Changelog 0.1 beta >> 1.0 Shivering Miasma now inflicts ice damage. Dragon's Wrath now has sustained visual effect. The Sublime Guardian now has full gear starting at level 1, and can cast Instill Belief on enemies. Fixed Draconic Ally being exceptionally underpowered - now has more life and damage. Removed the meteor spell to prevent being overpowered. Labyrinthine Warlord and Priestess of Doom summons are now permanent buffs. Fixed Dragon Berserk, Lacerate, and Blood Frenzy being overpowered at low levels. Enemies are less likely to kill friendly NPC's and mounts when hurled into them by the player (but this can still happen). Mounts won't truly die (they will be alive on reload) but certain NPC's can die. Fixed Labyrinthine Warlord having the wrong aspect focus assigned. Fixed Thaumaturgic Nova from having Draconicon sound when the High Elf is mounted. Lowered regeneration time for Positronic Overload. Harbinger of Death is more powerful (beware when she turns on you). Lowered the durations of most 90-second temporary buffs to avoid being overpowered. Labyrinthine Warlord and Sentinel Construct have new skins. The Construct and the Priestess of Doom are slightly shorter. The Sentinel Construct now has a modification that lowers the Temple Guardian's regeneration times. The modification that summons a third Protector is changed to one that lowers the regen penalty from the buff. Inexorable Subjugation now has "Minion Lifetime" text in the tooltip. Horse Combat Arts Leap, Charge, and Rear Up have been enhanced and powered-up. Made Venomous Entrapment seek enemies instead of being static. Stats adjusted to compensate. Included classic spell icons package. Rune icons tweaked. Huge thanks to desm for translating the French version. 1 Link to comment
gogoblender 3,243 Share Posted October 14, 2014 Flix, I don't want to ask how long a huge body of work like this takes, you must be not sleeping! And diggin the new avatar, very dark gogo 1 Link to comment
Flix 5,184 Author Share Posted October 14, 2014 Flix, I don't want to ask how long a huge body of work like this takes, you must be not sleeping! I'm about to go to sleep for like a day. zzzzzzz And diggin the new avatar, very dark That's my Halloween costume. I'm going as SX255. 1 Link to comment
gogoblender 3,243 Popular Post Share Posted October 14, 2014 I'm hugely touched by what you've done for the community with this and all the work over the years on the Sacred 2 mods Your hard work and always positive energy has inspired others here on the boards bless your big heart gogo 2 Link to comment
Flix 5,184 Author Share Posted December 20, 2014 Alright guys the new version of Enhanced Spells is live! Version 1.1 is uploaded to the DarkMatters Downloads section. The first post in this thread has been updated with the latest instructions and info. Download the latest version and check out the first post in the Enhanced Spells Development Thread which has been updated to reflect all the latest enhancements.Here is the changelog:Enhanced Spells Changelog 1.0 >> 1.1 Fixed the problem with Haenir boss (Northland Expedition) not spawning. Changed Harbinger of Death to a permanent buff so that her modifications now function. The daemon will no longer turn on the Inquisitor. Remove this CA from any combos and active CA slots before upgrading to 1.1 to avoid glitchy icon behavior. Fixed the Venomous Entrapment tooltip so it doesn't display an effect from Forest Flight (immobilize opponents). Removed the attack speed debuff from Twisted Curse. Added tooltip text for Opponent's Attributes -X% Lowered Thaumaturgic Nova base magic damage. Added tooltip text for Magic DOT. Changed Sublime Guardian's AI so she attacks more reliably and consistently. She cannot use her Combat Arts anymore however, only auto-attack. Fixed Eternal Fire not hitting enemies when it appears that it should. Effect range increased and minimum casting distance decreased. Big thanks to everyone who played and posted feedback to help improve the mod! 1 Link to comment
Dragon Brother 619 Share Posted February 13, 2015 I'm sure flix will have something to say, but for those interested, the latest version was just uploaded and approved, enjoy fellas 1 Link to comment
Flix 5,184 Author Share Posted February 13, 2015 Thanks DragonBrother. The new version of Enhanced Spells is live! Version 1.2 is uploaded to the DarkMatters Downloads section. The first post in this thread has been updated with the latest instructions and info. Download the latest version and check out the first post in the Enhanced Spells Development Thread which has been updated to reflect all the latest enhancements.Here is the changelog:Enhanced Spells Changelog 1.1 >> 1.2 Bronze Mod "Readiness" for Rousing Command now properly adds Defense Value. Bronze Mod "Corrosion" for Shivering Miasma/Deathchill Aura should now have a noticeable effect on enemy resistances. Added translations for German and Polish languages. Added optional "Challenge Mode" for the mod, with significantly stronger monsters and increased difficulty. Challenge Mode Features: Critical hit damage increased from 1.2 to 1.5 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%. 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 increased by 25%. 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. Big thanks to everyone who played and posted feedback to help improve the mod! Special thanks to the translators! Link to comment
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