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About this mod
The mod is a combination of bug fixes, redesigned balance, cosmetic changes, and additional content in the form of new monsters and items.
- Requirements
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Nexus requirements
Mod name Notes Sacred 2 Community Patch Mods requiring this file
Mod name Notes Original Familiar for EE 3.2a and PFP 1.4 Required for Enhanced Edition version of Original Familiar Player Skins Pack for EE Sacred 2 Hardcore mode Version 3.2а Unlock all portals - Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You can upload this file to other sites but you must credit me as the creator of the file
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You can convert this file to work with other games as long as you credit me as the creator of the file
- Asset use permission You are allowed to use the assets in this file without permission or crediting me
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You must get permission to earn Donation Points for your mods if they use my assets
Author notes
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File credits
* Flix - Main author, scripts, game texts, textures, sounds, icons.
* Pesmontis - new model importing, text encoding and sector editing tools.
* Dimitrius154 - programming, scripting, advice, asset importing.
* desm - French translation.
* Shadowflare85 - German translation.
* KrystianCzach243r - Polish translation.
* Nikoleagle and LordKomar - Russian translation.
* Deivix - Spanish translation.
* Pokolfajzat - Hungarian translation.
* Loromir - Italian translation.
* Ysendra - new Daemon textures.
* SX255 - new Deathly Spears icon.
* Lindor - reworked Ancient Bark FX.
* 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.Donation Points system
Please log in to find out whether this mod is receiving Donation Points
- Mirrors
- Changelogs
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Version 3.2a
- - Included new updated German texts with corrections by jwiz.
- - Fixed Mist of Miasma having extra buff spell - may have caused it to be unresponsive or game CTD.
- - Fixed a minor typo with Stone Commander equip set entry.
- - Some rare weapons would sometimes roll an extra bonus for a character class who couldn't use the weapon - these bonuses have been changed to a silver socket instead. This change has no effects on other items or modifiers.
- - "Children and Demons": Fixed an exploit to sneak around the trigger area at the beginning of the quest in Sloeford to kill the (non-hostile) Black Seraphim twice for extra drops and XP.
- - "Ancient Bark": Moderately increased the transparency of the new buff FX.
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Version 3.2
- [Quest]
- "A New Hope": Silmia is now a human like her father. Militia members no longer wear bugged DeMordrey gear.
- "Ambush!" & "Ambush...again" (HE classquests): Added the missing quest markers for these phases.
- "Among Orcs" (Light path): Troll targets west of Entruag will now fight the Grurag Orcs. Friendly Grurag Orcs are no longer attackable in the battle outside Sloptok.
- "Among Orcs" (Shadow path): Orc guards should no longer attack friendly Ore-Thag Orcs.
- "Attack is the Best Defense": Du'Rach attack in El'Darrag should now trigger properly.
- "Attack of the Undead": restored vanilla rescue quest. Find the crashed wagon by the lake near Clearview.
- "A Letter Home" (Light path): Dialogue is now clear on what Accept/Decline options are.
- "Barazi's End": Opponents in the cave should no longer walk around idly during the fight.
- "Convert Followers": Each god quest now grants a deity-specific book as a reward.
- "Deep Wounds": Fisherman Gisbert will now give you a book on Fishing upon completion.
- "Defying the Fog": Defeating the Swirling Mist of Miasma now drops Faye's Gloom on the Shadow path.
- "D'Elfici: The Promissory Note" (HE classquest): Removed the Glydial duplicate in the sewers.
- "Debt Collector" & "Collecting Desert Weed" (High Elf classquests): Will now appear correctly in the logbook.
- "Differing Opinions": Attackers are now equipped with weapons.
- "Easter Has Come": Speaking to the Easter Bunny is now required to start the quest, to prevent accidental failure.
- "Food for All": Master Chef has a new unused design. Gives a book on Dryad cooking upon completion.
- "Ghost Whisperings": Restored the Shadow path version of this quest. Begins in the same place.
- "Help With the Hunt": Will now drop a book on Hunting upon completion.
- "Hunting Fever": should no longer spontaneously start when accepting other quests. Adjusted the part III start trigger until after part II is completed.
- "Illegal Gambling": Book "The Winning Gambler" will now drop during this quest.
- "Manners Maketh Kobold": Removed the duplicate Village Fool in Wargfels. The quest fool now transitions into a bard after quest completion.
- "Oldest of the Immortal": Carnach's Scorching Stake reward now drops properly on the Light path.
- "On Kirich's Heels" (HE classquest): Moved the Seraphim port guard from the arena to the port.
- "Orcish Necromancers" (SW Shadow classquest): Winderlich is now undead when he appears in the Seraphim Islands.
- "Plowshares to Swords": Restored vanilla quest, Shadow version of Swords to Plowshares.
- "Semil Keytan" (INQ Classquest): Scouting Party south of Ruka will no longer spawn until the appropriate quest phase. The map trigger near Karagh and Semil's positioning in the cage have been adjusted. Fisherman on Seraphim Isle now uses the correct model.
- "Shirka and Keytan" (INQ Classquest): Duplicates of Shirka and Semil should no longer appear throughout this phase. Shirka is now dressed in civilizan clothes throughout.
- "Slimy Gobs with Goo": Now gives a book on Orcish cooking on completion.
- "The Best Omelette of Them All": Poul will now give "A Guide to a Successful Feast" on completion.
- "The Forgotten City": Defeating Kral of the Winged Daemons now drops Khral's Talisman on the Shadow path.
- "The Spirit of Atherton": Dialogue with Horde Champion is now clear on what Accept/Decline options are.
- "The Undead Legion": restored player pre-fight commentary after speaking with General Terus.
- "Throne of Conflict" (Light & Shadow): Opponents when escorting the Alchemist are now armed with weapons.
- "Unexpected News": Meliondor should no longer be attacked by Shadow-aligned NPC's.
- "Wolves' Furs for Angar": Angar will give you a book on Trapping upon completion.
- [Enemy and NPC]
- Enabled some voiced player taunts against Human-type opponents.
- Enabled hundreds of voiced enemy taunts against the player.
- All creatures with fur now use the fur shader in appropriate places.
- Several vanilla elites have received new buff spells based on their specialties (tank, archer, mage).
- Restored missing SFX and VFX for many enemy combat arts.
- Improved the color-coding on many enemy summoning/trap spells (green for poison, red for fire, etc.).
- The broken "Energy Leech" property on enemy spells now functions (disrupts player CA regeneration).
- Abishai's eye-spawns now have correct A.I. and the ability no longer makes a Shadow Warrior yell.
- Archer-type enemies will now use and prefer their bows.
- Fixed the A.I. of the black-colored friendly dog.
- 5 quest monsters who were clones of regular enemies now have their own unique boss designs: Banshee, Evocator, Diaanja's Hellhound, Pharaoh El-Leigh, the Dream Vampire. The latter two are also elevated to boss rank with new powers.
- Blackhammer's hair fix no longer also applies to red-headed knights.
- Blood Dryads are no longer missing special move animations for their Hard Hit attacks.
- Bog Demon and Demon Lord A.I. changed from mage to warrior.
- Crows no longer fly along the ground (they hop instead).
- Crystal elite enemies (Aracin, Hucin, Percalacin) no longer give half XP.
- Enemies should no longer spawn inside Nambarah (Desert village).
- Facetelleon has new hit FX. Restored broken "charge" attack.
- Furies no longer have swapped template/elite creature ID's (resulted in excessively high stats and XP).
- Gar'Colossus, Mist of Miasma: Added some missing special move animations.
- Human ghosts scaled up in stature to match living humans.
- Human Slaverobber (normal class, white face paint) no longer gives double XP.
- Hunting Spiders: Broken jump attack now functions.
- Kobold Chieftains (normal rank) no longer give same XP as their elite variants.
- Kral of the Winged Daemons: Restored a broken jet engine CA. Also allowed his energy turrets to heal him as intended.
- Leaping Plants will now prioritize their leap attack over their other attacks.
- Liches no longer have passive A.I.
- Lightning Lord's Will-o-wisp spell replaced with a "lightning skin" buff. Battle will not begin until clicking on him so the player can complete nearby quest "Quick Help" first.
- Lithos enemies have new hit and death FX.
- Mounted opponents are now able to use their special moves.
- Neutral atmospheric animals expanded to more appropriate regions. Monkeys in Dyr-Lain can no longer be clicked on for dialogue.
- Priests of the 6 gods no longer have swapped appearances. They now appear correctly in the Desecrated Gods quests instead of random citizens.
- Saxenors are now divided into normal and elite ranks. The large ones are now elite and melee only.
- Snapping Turtle "Ramming" special move should now function.
- Stone Warriors/Archers will now use all types of stone weapons made for them. Stone Commanders now have animations for their 2h stone hammers.
- Stone Creatures on Seraphim Island now use throwing stones. The versions in the Dragon Caves are now melee.
- Thraconian Captains are now able to use their 2h hafted weapons.
- [Items]
- Restored the player's melee double hit animations that were disabled in the CM Patch. These animations trigger from any left-click melee attack and the chance increases as the appropriate weapon lore skill levels up.
- Loot auto-collect radius now matches the graphical circle out-of-the-box, without the need for the player to edit any files.
- Quest set item rewards will no longer be doubled or accompanied by extra unique armor drops.
- Horse Saddles: All unused designs are now restored.
- Sword Weapons +X can spawn on Inquisitor gear.
- Dual Wield +X can spawn on Dragon Mage gear.
- Pole Arms and Dual Wield bonuses should no longer spawn on Temple Guardian gear.
- Energy Pistols will no longer spawn with Shadow Warrior bonuses.
- Energy Staves will no longer spawn with High Elf or Temple Guardian bonuses.
- Some random bows are no longer missing textures.
- Some random swords and fistweapons are no longer missing icons.
- Seraphim wings: Fixed missing T-Energy FX on a random rare.
- Blade of Mages: Added missing entry to a droplist.
- Khorum Reflector: Block Roots modifier is now Reflect Roots.
- Endijian's Bulwark: Fixed the missing Reflect Roots modifier.
- [Combat Arts]
- All combat art debuffs to opponent armor, attack, and defense should now work properly and no longer apply themselves to the caster instead.
- Combat Art grunts and yells should no longer interrupt spoken comments and dialogue from the player.
- Ancient Bark: Restored and improved the original FX using Lindor's shaders.
- Baneful Smite: casting FX no longer has black box artifact along the edges of the halo.
- Zealous Doppelganger: No longer mutates into a useless version of himself when coming into contact with T-Energy.
- [Misc]
- Added a missing savegame thumbnail for the monolith by the Copper Peaks cemetery.
- Shortened the "Activated Resurrection Monolith" tooltip to avoid map clutter.
- Debuff Duration is now referred to as "Detrimental Effects" in tooltips.
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Version 3.1
- - Added Italian translation by Loromir for CORE and Alternate Spells modules.
- - Made some minor corrections to spelling and capitalization in the English texts.
- - Minor tweaks to quest hireling AI.
- - "Days Gone By": Ambul no longer becomes immortal once he transforms into spirit form.
- - "Hunting Fever": The third phase now triggers properly and the player is able to report in to Seraphim Diana at the starting location.
- - "Hired Assassins": Rewrote and expanded the dialogue and journal entries.
- - "The Lost Letter": Emald and Bertha are now humans instead of elves.
- - "The Usurer": Hartruin has a new design.
- - A few quest Orcs/Goblins/Ogres now use Grurag or Ore-Thag designs where appropriate, instead of generic designs.
- - Friendly werewolves in Lizurath now all use a different design from the generic werewolves.
- - Weakened the stats of the Ice Hydra somewhat and increased its vulnerability to fire.
- - Fixed non-hostile ghosts spawning from graves.
- - Fixed non-hostile Goblin Boar Riders in the cave east of Ruka.
- - Divine Gift: Inspiration - Reflect values increased.
- - Added Dragon Mage's missing animations when executing Divine Gifts.
- - Enabled various battle cries, taunts, and other missing voiced lines for NPCs during combat. This also affects missing ambient wildlife sounds.
- - Corrected hundreds of instances in drop lists where items were missing or duplicated.
- - Leather Hat Trophy icon is now easier to see.
- - Fixed missing icon for a random magic 1h sword.
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Version 3.0a
- - Fixed Black Seraphim invisible body textures.
- - Fixed Temple Guardian being unable to properly fire Energy Pistols.
- - Fixed double bosses spawning in Free-For-All Quests module (hopefully).
- - Increased the spread chance for Eternal Fire.
- - CORE version of Primal Mutation is now identical to the Alt. Spells version (Poison/Magic focus, higher damage, no more broken damage conversion modifications).
- - Shepherds now use their missing shepherd staves.
- - Increased the base damage of a few rare and unique weapons for consistency.
- - Adjusted some weapon icon sizes for consistency.
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Version 3.0
- [Feature]
- - New "Free-For-All Quests" optional module which makes all quests available in all game modes, and allows all bosses to respawn each game session.
- - New "Portrait Overhaul" optional module which revamps all the NPC and enemy icons with new artistic portraits with more character and personality.
- - New "Enhanced Music" optional module, a game-wide expansion pack for all regional background music.
- - All Multiplayer buttons and menus removed in CM Patch have been restored. Please only connect to servers that you trust.
- - All PhysX particles removed in CM Patch 1.60 have been restored and optimized to prevent crashing.
- - AI upscaling has been applied to several low resolution textures. Many expansion-content textures now have Elite versions.
- [Quest]
- - Quests that granted attribute/skill points were unintentionally restricted from Hardcore mode in v2.4; they are once again available in Hardcore.
- - The catalog of books is reorganized. Some texts and formatting are corrected. Two missing books have been restored, one extra book has been added.
- - Several quest items that had been changed into generic books by the CM Patch are now changed back to their original intended items. Some missing icons were also created.
- - Dialogues and log entries no longer mistakenly refer to names from D2F in a few places.
- - Standardized some capitalization, spelling, and naming conventions in the game texts.
- - Various corrections to quest script formatting & typos.
- - "VIP's of Ancaria" (CM Patch tutorial quest group) now appears in the logbook for Shadow-path characters.
- - "Dirty Deal"/"The New Shipment": Prospective Gladiators now stay in Badawi upon the quest's completion.
- - "The Dragon Cult": Ophtanar's guards no longer keep respawning after the appropriate quest completion.
- - "Smuggler's Courier": Smugglers no longer keep respawning after the appropriate quest stage completion.
- - "Days Gone By": Ambul now properly transforms into a ghost at the appropriate quest stage.
- - "The Wolf Problem": Herder Gildor now properly transforms before attacking.
- - "The Thunder Gurgler": Apprentice Abdullah now properly mutates before attacking.
- - "Bad Sheep": The "Badly Mutated Sheep" are now actually T-Mutants instead of regular sheep. Shepherd Jacob is now a human instead of an elf noble.
- - "The Northland Expedition": Battle Master Gambolt now gives you "A Northland Tale" to read upon your arrival to the island. Reward for completion changed from Braggi's Law to Kal'Dur's Legacy.
- - "The Legendary Pirate Treasure": Completion now drops better gold and loot rewards, including 3 guaranteed rares
- - "The Cursed Forest": Magisil reward is now dropped by Khormynth at the very end of the quest line, instead of the Abishai.
- [Enemy & NPC]
- - Neutral atmospheric animals are now enabled and present for all regions.
- - There is now a lizardman horse trader in Neithu'thaz, who sells Unicorns and Flaming Horses.
- - Enabled several NPC's to engage in ambient dialogue and gossip.
- - Horse saddle variety has been improved.
- - Added missing equipment to various Human and Elf NPC's, and corrected some atmospheric animations.
- - Fixed various elf, orc, and human models that had flipped polygons.
- - Fixed a vanilla script bug that may have been preventing enemy focus & lore skills from functioning.
- - Several wild animals (mostly wolves) are no longer incorrectly immune to fear.
- - Spider Web attacks now have a fixed 50% chance to root the player in place. If the player is not rooted, their movement speed is penalized instead.
- - Blind spell (used by Olm and Harpies) does not penalize player attack speed as much.
- - The two enemy temp buffs which boosted attack speed and movement speed are combined into a single buff which boosts both properties.
- - Corrected a mineworker NPC animation.
- - Added some missing animations for Gar'Colossus and Mist of Miasma special attacks.
- - All spells of the Lightning Lord now inflict 50% of their former damage values.
- - Asmarael's healing spells are nerfed to a reasonable level, to avoid her insta-healing her entire hitpoint pool.
- - Leaping Plants' jump attack once again causes area damage. Damage type is now poison.
- - Stun nova FX used by General Terus and Sheik Yerbouti changed from yellow to purple.
- - Gahanka no longer has bonuses to Vitality and Damage Mitigation. In return his chance to hit is increased.
- - Dragons no longer use an attack that pushes back the player, which sometimes caused permanent stun until reload.
- - Dragon "frost" and "magic" fireballs now have separate FX.
- - Elite Griffins and Swampbelly Toads are no longer missing icons in the Last Opponent window.
- - Flying Eyes (except the suicide bombers) now leave behind corpses instead of exploding on death.
- - Mutated Skeletons now explode into bones instead of gore on death.
- - Baron DeMordrey ("The Unholy Crusade") is now an elite-rank opponent.
- - Changed the way the Forest Guardian boss spawns so he should no longer mysteriously go missing.
- [Itemization]
- - There are 6 new weapon mini-sets comprising the existing Legendary "unofficial set" items (Charo's, Silithar's, Khral's, Gruma's, Soorn's, Assassin's).
- - Base damage of all weapon classes has been recalibrated so that slow, 2h weapons are able to compete with their faster 1h & dual wield counterparts.
- - Normalized item tiers for all random items, e.g., all magic-tier items of a type will have the same amount of modifiers.
- - Added new models for hundreds of unique & legendary weapons which were formerly clones of random magic/rare items.
- - Player characters' armor models no longer include/override parts of the characters' skin, making EE compatible with all custom skin mods.
- - Random rare 1h & 2h Lightsabers now use the correct item class names, instead of chain weapon and recipe labels, respectively.
- - The Redeemer (Legendary 2h Sword) is no longer a Shadow Warrior-exclusive weapon.
- - All instances of player or NPC equipment appearing transparent from one side should now be fixed.
- - All Energy Pistols and 2h Energy Staves now have T-Energy FX, where appropriate.
- - A random rare Halberd added in 2.0 is no longer missing an icon.
- - Single Skill item bonuses are reduced to 3x the All Skills value (was over 5x in EE 2.4).
- - Damage Conversion to the 4 elements may now spawn on magic-tier gloves, in addition to rares. It may also spawn on Dryad Shrunken Heads.
- - Gold-text Life Leeched per Hit now has greater base values than the yellow-text variant, and now exclusively appears on unique/set/legendary tier items.
- - All Mutation sets now grant 4 set bonuses, awarded at 2/4/6/8 pieces equipped, except for the Seraphim who gets the bonuses at 3/5/7/9 pieces. They now begin dropping at level 70, in Gold difficulty or higher.
- [Spells General]
- - Divine Gift: Dazzle can now chain up to 12 opponents (formerly 5). Damage increased and changed to fire/magic.
- - Divine Gift: Kuan's Breath no longer causes opponents to become friendly and peaceful.
- - Divine Gift: Infusion now provides instant heal of 100% HP, and the hitpoint regeneration is tripled. In return the initial duration is lowered to 15s.
- - Divine Gift: Inspiration reflect chance starts much higher and scales better.
- - Divine Gift: Will-o-Wisp healing effect now scales.
- - Fixed a vanilla issue where debuffs to enemy attack, defense, and armor were actually granting opponents the ability to debuff the player instead.
- - Mounted casting now uses the on-foot FX, where appropriate.
- - Several Buffs that don't inflict damage of their own no longer display the player's weapon damage in their tooltips.
- - Some missing on-hit projectile FX now displays.
- - Cleaned up some unused script parameters and entries in spells.txt.
- [Seraphim]
- - Niokaste's and Megalcarwen's sets (and their random variants) adjusted to have a more heavily armored symmetrical look.
- - Endijian's Relics armor set has new FX.
- - New weapon/shield set: Endijian's Heirlooms
- - Pelting Strikes bronze mod "Succession" chance for melee double hits now scales with level, and also adds extra projectiles when used with ranged weapons.
- - Cleansing Brilliance now damages all enemies (T-Mutants and Undead suffer double damage). Tooltip no longer mentions Hitpoint Regeneration because this modifier was non-functioning.
- [Inquisitor]
- - Ruthless Mutilation gold mod "Frenzy" chance for melee double hits increased and now scales with level.
- - Purifying Chastisement FX changed from blue to red.
- - Levin Array: Magic DOT is doubled.
- - Reverse Polarity FX changed from green to violet.
- - Inexorable Subjugation FX changed from orange to blue. Fixed an exploit involving certain resurrected opponents who could permanently impart a stacking reflective buff to the Inquisitor.
- - Paralyzing Dread: All debuffs should now work properly. Gold mod "Confidence" now boosts the Inquisitor's evade chance instead of his attack.
- - Soul Reaver: Hitpoint regeneration from "Recreation" silver mod increased.
- [High Elf]
- - Glimborin's Hoop is now High Elf-exclusive and is part of Glimborin's Garments of Mutation set.
- - Fire Demon: Demon's level and leveling rate returned to vanilla values.
- - Frost Flare impact FX changed from lightning to ice.
- - Crystal Skin casting FX changed from purple to blue.
- - Expulse Magic now has a 10 second cooldown, to prevent excessive stacking.
- [Shadow Warrior]
- - Rare 2-handed Hafted Weapons will no longer spawn with bonuses for other classes. They are now guaranteed to have an extra silver socket on Silver difficulty or higher.
- - Scything Sweep now has a chance to cause extra "splash" area damage to nearby opponents. This CA no longer knocks back opponents by default. In return, bronze mod "Knockback" has its chance increased.
- - Ruinous Onslaught: Bronze mod "Getaway" chance to break roots set to 100%.
- - Frenzied Rampage "Double Attack" mods now scale with level. Modification pairs are rearranged: Critical hits/Open wounds, Double hits/Poison Damage, Double hits/Life Leech.
- - Belligerent Vault is changed from spell-based to weapon-based damage. FX is reworked.
- - Augmenting Guidon FX changed from pink to yellow.
- - Killing Spree bronze mod "Berserk" now has its max damage threshold set at 25% health (previously there was no bottom threshold).
- - Spectral Hand gold mod "Double Attack" chance for double hits now scales with level.
- - Skeletal Fortification has new glowing green FX.
- - Rallied Souls FX changed from yellow to green.
- - Shadow Veil chance to stay cloaked from "Fade" silver mod now starts much lower but scales better with CA level.
- [Dryad]
- - Mormorin's Band is now Dryad-exclusive and is part of Mormorin's Garments of Mutation set.
- - Forest Flight: Gold mod "Escape" chance to break roots set to 100%. Silver mod "Escape" is now "Encroach" which doubles the radius of the rooting effect against opponents.
- [Temple Guardian]
- - There is now a T-Energy effect on the TG's base body, his various combat arms, and the "T-Energy Modules" armor set.
- - Dimiona's Garments of Mutation (and generic variants) has new FX.
- - Helmets no longer include the TG's head as part of the model.
- - Battle Extension "Double Attack" mods now scale with level, and also add extra projectiles when used with ranged weapons. Modifications are rearranged: Double hits/Damage %, Double hits/Opponent's Evade Chance, Open Wounds/Critical hits
- - Battle Extension and Dedicated Blow tooltips no longer mention the passive "chance opponents cannot evade" because this modifier was non-functioning.
- - Furious Emblazer flame jet is more intense with greater effective range, and better matches the casting animation.
- - Untouchable Force base range is increased slightly.
- [Dragon Mage]
- - New dragonbone armor set: "Mark of the Dragon" themed after the DM's class quest and focused on dual wielding.
- - Torik's Oath and Draagen's Legacy sets (and their random variants) have new FX.
- - Halgrim's Law has new black dragonscale design.
- - Dragon Berserk has a new armored design, and an expanded animation set. Blood Frenzy now has casting FX and animation.
- - Dragon Form has a new armored design. Its "Jump" CA is now able to break roots, and also causes area fire damage to opponents as the Dragon flies overhead.
- - Eternal Fire will now spread to opponents correctly.
- - Tornado range, hits per second, and movement speed increased. AI is improved.
- - Maelstrom now has a 5 second cooldown, to prevent excessive stacking.
- - Combat Trance has new FX.
- - Runes of Protection now uses Combat Trance's old FX.
- [Alternate Spells Module]
- - Sera's Sublime Guardian will no longer mutate into an armorless Seraphim when coming into contact with T-Energy.
- - Sera's Sonic Vortex now has casting FX when mounted.
- - By popular request, the TG's Sentinel Construct is now silent.
- - DM's Dragon's Wrath has new FX.
- [Challenge Mode]
- - Enemy weapon damage increased at higher difficulty levels.
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Version 2.4
- [General]
- - The overall structure of the mod is changed so that there is only one CORE module (based on the old "Original Spells" version). Some changes from the old "Enhanced Spells" version are now carried over into the new CORE module.
- - The old "Enhanced Spells" is now called "Alternate Spells" and is a small, optional module that must be installed on top of the CORE. The "Alternate Spells" module cannot be used alone and will function only to add the new custom/swapped spells.
- - Hungarian translation by Pokolfajzat is now included (CORE module only).
- - Chinese and Italian localizations no longer officially supported due to lack of translations.
- - Blueprint.txt script optimized to avoid corruption when file is edited - replaced German characters which broke encoding format (if saved with certain text editors).
- [Quest]
- - A few unique quest NPC's got unique appearances instead of being ice elemental clones: The Djinn, The Passive Water Elemental, The Air Elemental (Will-o'-Wisps quest).
- - Some unused High Elf and Human character designs were activated and assigned to various quest NPC's: Aaron King of Thieves, Varnar, Informant Harol, Commander Iskari, Officer Shabbovsky, Sentry Hicks.
- - Improved variation of male and female quest characters in Artamark. Now over 2 dozen different designs are used instead of the same 3 NPC's over and over.
- - "By Order of the Crown": "Lord of a Castle" NPC renamed to Baron Reikenstein.
- - Reward for completing "The Needy Water Elemental" changed to a rare-tier Relic of Frost (formerly normal-tier).
- - Reward for completing "The Earth Lord" quest is changed to a "Wol" Sigil (pure Physical Relic).
- - New Quest: "The Lightning Lord." See Tizz'Agoz in the Ruins of Khatuz to begin. Rewards a Sacred Relic of the Arcane.
- - New Quest: "Elite Mounts." The elite mounts trader in the Jungle region now gives you a quest before he will begin trading with you, as a test of strength. Requires completing either "Unique Mounts" or "A Roof Over the Head" quests to unlock.
- - Commander Elsurion ("A Long Journey" and "Raiders") no longer gets attacked constantly by bandits.
- - "Panem en Circensis" (Shadow Path arena quest) now grants 1 skill and 1 attribute point as reward.
- - All quests which grant skill and attribute points are no longer repeatable per difficulty in Multiplayer, to prevent abuse. Total list: Ancaria Airlines, Feed the Poor, 7 Days of Rainy Weather, Survivors, Panem en Circensis.
- [Items]
- - Item modifier: "Detrimental Magic Effects -X%" is renamed to "Debuff Duration -X%" to more accurately describe what it does.
- - Unlockable bonus on "Enhance" Blacksmith art changed from "Hitpoint Regeneration" to "Spell Intensity +X%".
- - Unlockable bonus values on "Whet" and "Anneal" Blacksmith arts reduced in intensity (now at about 75% former values).
- - Unlockable DOT Damage Mitigation on Recovery Elixirs are combined into a single bonus (effect is unchanged).
- - Significantly increased the power of item modifiers: "Chance to Banish Undead +X%" and "Energy Shield Absorption (Opponent) -X%".
- - The Hafted Weapons Lore-unlockable bonus "Fire Damage vs. Undead" is changed to "Damage vs. Undead" (affecting all damage types).
- - All unique/set/legendary weapons that had "Opponent's Armor: Physical -X%" are changed to use "Opponent's Armor -X%" (affecting all damage types).
- - New item: "Ogre Knuckle," physical-based damage converter with magic/rare/unique variants. These have a tendency to drop from Orc-type enemies and can also be bought at Blacksmiths.
- - Dryad set "Leaves and Twigs": Spell Resistance +% set bonus is now the correct one (values are much higher).
- - Base modifiers on Throwing Stone weapon class changed to: Chance to Bypass Armor (unlocked by Ranged Weapons skill), Chance for Open Wounds, and Attack Speed.
- - Sigils (CM patch relics) minimum drop level increased from 10 to 30. They are now tier 14 drops (slightly more rare).
- - Potion drop rate is moderately reduced for low-level trash mobs. Merchant stock is unchanged.
- - Inquisitor bonuses no longer appear on bows, since he can't use them.
- - Temple Guardian bonuses no longer appear on pole arms, since he can't use them.
- [Enemies]
- - Fixed a vanilla scripting bug whereby hundreds of opponents had broken skills (Tactics Lore, Armor Lore, and Aspect Lores were most common).
- - Ensured all bossses have boss-level (top tier) drop chances and XP.
- - The Carnach now has increased movement speed, vitality, chance for critical hits, and chance to burn. Its melee attacks have further reach and inflict additional magic damage. It has also learned the Pole Arms skill, which will increase its attack speed and attack value.
- - Reworked the resistances and spells of each Elemental Lord. Each now has a significant vulnerability to a single element, corresponding to the armor displayed on their health bar. Physical mitigation is also reduced for all except the Earth Lord. In return they each have more crowd control resistance. They now each have new custom spells.
- - There is now a fifth Elemental Lord, attuned to magic damage: The Lightning Lord, with associated quest in Hissil'Ta. Fen Fires now spawn in his vicinity.
- - All Bat-type enemies are smaller and faster, with increased evade chance and life leeched per hit. Base physical damage slightly reduced to compensate.
- - The chain lightning spell used by Furies and other enemies no longer strips player buffs. Instead it penalizes combat art regeneration for 4 seconds.
- - The frost ring spell FX used by Ogres and other enemies no longer has a negative impact on performance. Accordingly, this FX has been restored to Shelob's "Frosty Lair" spell.
- - Mounted enemies should no longer explode when they are killed.
- - Small red dragons are now vulnerable to ice damage instead of physical (vanilla script fix).
- - Texture tweaks to Raging Boar (no more fur shader on tusks and eyes).
- - Removed Hard Hit attack for Gronkor (was missing an animation, causing him to not attack) - replaced with the "Blind" debuff spell. Also added his missing running animation - he should no longer glide across the ground.
- - Grurag and Ore-Thag Orc Archers no longer equipped with incorrect Ogre weapons.
- - All Orc Archers/Hunters will now use (and prefer) their bows instead of always using melee weapons.
- - Lupus Coldhand and Ogan Kandimiro (Orc Masters of the Hunt) have increased damage, hit chance, resistances, and XP per kill. They are now equipped with weapons and will use their special attacks.
- - Blackhammer is now more powerful and is equipped with a weapon. He also has the black hair Ascaron designed for him instead of generic NPC hair.
- - Reduced melee damage of Demons (Wastelands and Arena in the Clouds).
- - Increased hitpoints of Black Seraphim.
- - Haenir has increased stats and also knows the Hafted Weapons and Shield Lore skills now.
- - Deranged Earth Elementals ("A Growing Danger") are now elite-class. The 2 "mature" ones are now T-Mutated Elementals, in keeping with the quest lore.
- - Fen Fires in Facetelleon cave are replaced with Lithos enemies.
- - The deepest levels of the Schlun'Zum caves (lair of Thranak and Ice Lord) are now filled with T-Mutants and Ice Elementals instead of Kobolds and Wolves.
- - Mutated Kobolds are no longer equipped with weapons/shields they can't use (equipment was appearing at their feet & clipping into the ground).
- - Mutated Scarabs are no longer missing portraits in the "Last Opponent" window.
- - Kobold Ghosts on Christmas Island are now the four "Christmas" varieties instead of a generic Kobold.
- - Reduced movement speed of Gar'Colossus back closer to vanilla values.
- [Spells General]
- - All Combat Art icons and Aspect backgrounds have new artwork (can be restored to vanilla with optional module).
- - Improved combat AI for all summoned minions. They should now attack consistently, with minimal time spent "deciding" what to do.
- - All buff-summoned minions except Nether Allegiance are now mortal (will die instead of "fainting" when killed). Accordingly, they have increased evade chance, spell resistance, damage mitigation, and DOT resistance.
- - Divine Gift: Sakkara - Increased the Sakkara Demon's strength, intelligence, movement speed, attack speed, and chance to hit. Its melee attacks have further reach, increased damage, chance for critical hits, chance to burn, and can strike multiple opponents at once. The Sakkara Demon no longer turns against the player when the duration expires. Instead, it self-destructs in a fiery explosion that damages enemies.
- - All temp buffs now have the extended durations and related changes from the old "Enhanced Spells" version. This includes: Dashing Alacrity, Divine Protection, Frenetic Fervor, Zealous Doppelganger, Dislodged Spirit, Paralyzing Dread, Cascading Shroud, Rousing Command, Killing Spree, Dust Devil, Goldenglade Touch, Acute Mind, Combat Alert, Combat Trance.
- - Baneful Smite: Innate 2% Magic Damage per level changed to 5% Total Damage per level. Gold mod "Chain" can now chain to up to 5 opponents.
- - Flaring Nova: Magic damage increased to be equal to the physical damage.
- - Fire Demon: Slightly lowered the level bonus to the Demon's combat arts. Adjusted the Demon's model and animations to prevent its fireball from crashing into the terrain. The Demon now also casts a version of Eternal Fire.
- - Cobalt Strike: "Chain Reaction" mods can now each chain to up to 3 opponents.
- - Grim Resilience: Silver mod “Readiness” (defense) replaced with “Guard” (reduction of secondary damage effects).
- - Augmenting Guidon: Range now scales with level. Gold mod “Fear” was debuffing the player instead of opponents, therefore is replaced with “Aegis” (debuff duration reduction).
- - Nether Allegiance: Gold mod “Balm” (hitpoint regeneration) replaced with “Legion” (summons +1 skeletal minion).
- - Ravaged Impact: Bronze mod "Perforate" effect changed from Open Wounds to Deep Wounds.
- - Deathly Spears: Can now strike multiple times by default. Number of jabs per cast scales more quickly. Gold mod “Jab” (extra strikes) changed to “Impale” (chance for deep wounds).
- - Furious Emblazer: Duration increased from 2.3s to 2.5s. Hits per second increased from 1.5/s to 2.0/s. Slightly increased fire damage of “Accelerant” bronze mod. “Intensify” gold mod now increases hits per second by 1.0/s.
- - Archimedes Beam: Base damage increased (including bronze mod “Bundle”). Hits per second now scales.
- - Dragon Berserk: The two “Frenzy” mods (duration per hit) are replaced with “Scales” (armor %) and “Fury” (damage %).
- - Familiar: Now uses the correct creature model.
- - Protector: Now summons 2 Protectors by default. "Familiar" gold mod that summoned an extra Protector is replaced with “Master” which lowers the buff’s regeneration penalty. Summoning VFX now appears where the Protector emerges from the ground, rather than at the Dragon Mage's feet (bug was only present in Original Spells version).
- [Alternate Spells Module Only]
- - Divine Gift cooldowns standardized at 900s (up from 750s).
- - Sublime Guardian: All 3 forms now each wear different armor sets. Gold mod "Guardian's Wrath" now gives the Guardian a lightning attack instead of a fire bolt.
- - Battle Daemon: All 3 forms now each have different un-summoning FX.
- - Augmenting Guidon: Silver mod "Tutor" restored, “Aegis” (debuff duration reduction) is moved to replace gold mod "Fear" instead.
- - Venomous Entrapment: Spell is changed into a close-range poison nova that can root opponents. Modifications remain the same.
- - Positronic Overload: SFX is no longer so noisy and overly long.
- - Sentinel Construct: Now uses a special T-energy blade.
-
Version 2.3b
- 2.3b Hotfix Changes:
- The nerf to Gar'Colossus' energy shield mentioned in 2.3's change log is now included.
- The following Skills were inadvertantly omitted in 2.3's boost to single Skill item bonuses. This is now corrected.
- * Combat Discipline
- * Concentration
- * Ancient Magic
- * Tactics Lore
- * Sword Weapons
- * Magic Staves
- * Pole Arms
- * Speed Lore
- * Damage Lore
- * Toughness
- * Combat Reflexes
- * Spell Resistance
- * Armor Lore
- * Riding
- * Blacksmith
- * Divine Devotion
- * Trading
- * Magic Find
- * Alchemy
-
Version 2.3
- Sacred 2 Enhanced Edition v2.3 Changelog:
- General Spells:
- ==========================
- - Standardized all Divine Gift cooldowns at 900s (remains at 750s in Enhanced Spells).
- - All combat arts which debuff opponent armor now do so in percentages rather than flat values.
- - All "chance to disarm" properties on combat arts are set to 100% chance.
- - All "chance to escape roots" properties on combat arts are set to 100% chance.
- - All "death blow" properties on combat art now have the health threshold scale at the same rate (+0.1% per level).
- - Numerous combat art modifications have improved values and are able to scale with level (now indicated in mod tooltips).
- - Dislodged Spirit: Wildfire modification has damage doubled and damage type is changed to fire.
- - Fire Demon: Increased base damage of fireball.
- - Nether Allegiance: "Elite Equipment" gold mod now gives 2x the previous armor bonus.
- - Sinister Predator: Attack Value and Attack Speed bonuses now apply to all weapon types, because the original ranged bonuses were bugged and only worked with Long Bows.
- - Ancient Bark: Increased base hitpoint regeneration slightly.
- - Amplifying Discharge: Reduced base damage down closer to vanilla values.
- - Propelled Levitation: Reduced cooldown from 30s to 20s. Is now able to cross rivers, canyons, etc. "Supercharger" (damage range) and "Jet Stream" (jump distance) mods are increased. "Capacitor" mod now gradually reduces the cooldown with level instead of giving a single flat decrease.
- - Untouchable Force: Increased magic damage from "Field Damage" mods. Base chance to stun increased from 10% to 15%.
- - Dragon Form & Dragon Berserk: Cooldown decreased to 10s but regeneration time increased.
- - Jump (Dragon Form): Cooldown removed but regeneration time increased. Jump distance increased.
- - Lacerate (Dragon Berserk): Now has a scaling chance to stun and chance to hit additional opponents. Leech Life from Opponents scales more slowly.
- - Tornado: Area of effect slightly increased.
- - Destroyer: Increased base physical damage. Gold mod "Explosive" is now "Volatile" which adds fire damage instead of physical.
- - Protector: Corrected a bug introduced in 2.2 that caused the Protectors to crash the game in Original Spells module.
- - Mind Strike: Bronze mod "Sustainability" (duration boost) is now "Brunt" which gives increased critical chance. This is because the duration parameter serves no function on the base spell.
- Enhanced Spells Only:
- ==========================
- - Sublime Guardian: Overall power and modifications now start lower and scale more slowly to avoid the Guardian one-shotting everything.
- - Divine Protection: "Steadfast" bronze mod now grants 10 Willpower points per level instead of 30.
- - Frenetic Fervor: "Resolve" gold mod now grants 10 Willpower points per level instead of 30.
- - Purifying Chastisement: Wounded threshold values reduced back to vanilla (including "Merciless" mod).
- - Doppelganger: Lifespan increased from 90s to 95s.
- - Battle Daemon: Leveling rate slowed down slightly. Movement and attack speed start lower but scale better.
- - Labyrinthine Warlord: Leveling rate and physical weapon damage scale more slowly. Attack speed starts lower but scales better. Armor bonus from "Armament" mod is doubled.
- - Shivering Miasma: Ice damage scales more slowly. "Permafrost" mod now functions correctly and scales better, allowing total fire immunity by CA level 125. Increased regeneration penalty of Deathchill Aura (permanent buff version).
- - Nether Allegiance: Once again summons only 2 skeletons by default, but gold mod "Replenishment" is changed to "Legion" which summons an additional skeleton.
- - Dust Devil: Radius no longer scales with level, but gold mod "Spread" has increased radius.
- - Twisted Curse: Intensity and scaling of modifications decreased slightly.
- - Priestess of Torment: Movement and attack speed start much lower but scale better with level. Damage, attack, defense and overall level scaling slowed down moderately.
- - Acute Mind: Cooldown now gradually decreases with level.
- - Combat Alert: Duration increased from 70s to 75s.
- - Furious Emblazer: Base damage decreased but duration and hits per second increased (including modifications).
- - Sentinel Construct: Damage and leveling rate scale more slowly. Attack speed starts lower but scales better with level.
- - Icy Ember: Swapped places of "Freeze" and "Icy Needles" modifications.
- - Dragon Strike: Range no longer scales but duration now scales.
- - Dragon's Wrath: Now increases attack speed instead of raising the attack speed cap. Duration increased from 90s to 95s and scales better. All modifications should now properly apply.
- - Dragon Berserk: Base values adjusted to be closer to Original Spells/CM 1.60 values. Overall this means slightly less damage/armor/attack/defense/health but longer duration.
- - Elemental Strike: "Combustion" and "Frostbite" gold mods now give Fire DOT and Ice DOT rather than Chance to Burn and Chance to Freeze, respectively.
- Items:
- ==========================
- - Flat armor bonuses to fire, ice, magic, and poison may now appear on magic and rare amulets.
- - Flat, single-channel armor bonuses on items are increased by 25%.
- - Percentage, single-channel armor bonuses on items are doubled.
- - All-channel "Armor +X%" bonus on items (including "Anneal" Blacksmith art) reduced by 10%.
- - Damage +X% (blue) on Runes and "Whet" Blacksmith Art reduced by 50% (previously value was equal to the rare-tier yellow bonus).
- - Chance to Halve Regeneration Time now spawns only on rare or better amulets. In return, the weapon-lore unlockable version of this bonus is increased by 25%.
- - Chance Opponents Cannot Evade Attacks on items reduced by 25% (except weapon-lore unlockable versions). Now only spawns on rare or better rings.
- - Weapon-lore unlockable version of Opponent's Chance to Evade -X% has improved values.
- - Attack Speed, Casting Speed, & Movement Speed may now spawn on magic and rare rings.
- - Movement Speed may now spawn on all tiers and types of boots and leg armor.
- - Item bonuses to individual skills are tripled.
- - Item bonuses to skill groups (Offensive Skills, etc.) are increased by 50%.
- - Unique Ice Relics no longer give poison resistance.
- - Nitao’s Ring of Suffering now uses the gold-tier Life Leeched per Hit modifier (greatly improved values).
- Enemy:
- ==========================
- - Enemy Speed now scales higher per difficulty level, up to +60% at Niobium difficulty (+80% in Challenge mode).
- - Stun spells used by Nameless Guardians and Octagolamus now have stun chance fixed at 50% (previously it would quickly scale to 100%).
- - Chance for secondary effects on various enemy attacks and spells scale more slowly (previously would quickly scale to 100%).
- - Gahanka now has less physical resistance and vitality, and his stone throw attack will do less damage.
- - Gar'Colossus's stats are now mostly reset to vanilla values. His one-shotting double attacks and impenetrable energy shield are greatly reduced.
- - Mutated Giant Spiders now inflict less melee damage.
- - Swirling Mist of Miasma's twister spell now does much less damage, and is no longer used by the "easy" version of the monster from the Light path.
- Misc:
- ==========================
- - Created new custom GUI for the mod.
- - Standardized and clarified the language in all item, skill, combat art, and modification tooltips (English only).
- - Standardized tooltips with regard to damage sources as follows: Combat Arts = Spell Damage, Close Combat = Melee Damage, Projectiles = Ranged Weapon Damage (English only).
- - All modification tooltips now state exactly what values they increase and (if applicable) how much they scale with level (English only).
- Technical:
- ==========================
- - Removed several duplicate entries in animation.txt script that served no purpose.
- - Cleaned up and optimized code in creatures.txt script.
- - Corrected a line in autoexec.txt that should improve NPC routine behaviors.
- - Prepared some script formatting in anticipation of compatibility with mod merge project.
-
Version 2.2
- Sacred 2 Enhanced Edition 2.2 Changelog:
- (Changes affect all versions of the mod unless otherwise noted)
- ==================================================
- Enemy and NPC:
- ==================================================
- * Gave a balancing pass to all elite enemies in the game to smooth out unintentionally excessive damage, hitpoints, and XP per kill.
- * The damage of the various enemy Hard Hit/Multi-Hit attacks is greatly reduced to avoid unfair damage spikes that could one-shot the player.
- * Gahanka, Bloodclaw, and Holos got powered up to keep them in line with other bosses in EE. They have greater damage, hit chance, hitpoints, and resistances.
- * Several vanilla quest opponents are now more powerful, worthy foes (TyBosso, Ihheni, Nagash, the Djinn, Sheik Yerbouti, and many others).
- * Revised spells for each individual Dragon boss to make each one more distinct.
- * Fixed a spell animation bug that caused some bosses to "stall" during combat. Enemies affected are: Mutated Dragon, Grinch the Frost Dragon, and the White Griffin.
- * Fixed a minor texture bug with Small Spiders.
- * Spider venom spit attack now does Poison/Poison DOT instead of Physical/Poison DOT.
- * Changed the FX on Shelob's "Frosty Lair" spell to avoid severe performance loss.
- * Leaping Plants no longer make jet engine sounds when they jump.
- * Hitboxes for Rats, Bats, and Small Dragons are now more appropriately sized.
- * Kobold Chiefs and Wolf Riders should no longer spawn with the equipment of Kobold Shamans.
- * Thraconian beards are now matched to the hair color of the models they spawn on (red, black, or grey).
- * Harpy spawns increased in the western Nor Plat mountains.
- * Fixed a small area in Dyr Lain where Panthers were spawning instead of Jungle Cats.
- * The Marigold Fields in the Swamps are cleared of Undead (replaced with Tree Spirits) because it is a major plot point that the marigolds drive away the Undead.
- * Increased run speed of vanilla mounts, increased walk speed of all mounts.
- ==================================================
- Items:
- ==================================================
- * Random rare Energy Weapons, Energy Pistols, and Lightsabers have overhauled bonuses and should no longer spawn with bonuses to classes that can't use them.
- * The following Legendary weapons now have a portion of their base damage as elemental (formerly 100% physical): Roger's Roving Razor, Methedrin's Scepter, Braggis' Law, Aarnum's Scepter, Thunderstrike, Soorn's Righteous Blade, Aeon Flux.
- * Increased base damage of the following weapons: Trychelion's Pole, Sceptrum Dominus, Globus Cruciger.
- * Decreased drop rate of the following uniques & mini-sets: Darwagon's Circlet, Tanit's Collar, Tooth and Nail, Eternal Return, Smoke Without Fire.
- * Increased Temple Guardian unique battery drop rate slightly.
- * Increased Legendary overall drop rate slightly.
- * Increased minimum drop level to 20 for the following: The Silent Water, Glaurung's Remnants.
- * Infinite Revenge set: Chestplate of Fury renamed to Crown of Fury because it is a helm.
- * Item modifier: Life leeched per hit (Gold) is increased to ~2X power.
- * Item modifier: Damage +% (all-channel) is decreased to be 1/2 the value of single-channel damage bonuses (was 2/3).
- * Item modifier: Damage Mitigation +% (all-channel) is decreased to be 1/2 the value of single-channel damage mitigation (was 2/3).
- * Item modifier: Wounds Increase Damage Dealt has doubled values.
- * Item modifier: Chance for Critical Hits (unlocked by Sword Weapons and Ranged Weapons) has doubled values.
- * Item modifier: Chance for Critical Hits (unlocked by Sword Mastery and Polearm Mastery) has tripled values.
- * Item modifier: Regeneration per Hit no longer spawns on rare rings. The value on unique/set/legendary rings is reduced to 1/2 values. Many 2h weapons now have increased values.
- * Chance for individual secondary damage effects (burn, poison, freeze, weaken) on items are increased to be equal to Chance for Open Wounds.
- * Blacksmith Arts: Enhance and Whet now use the correct versions of Chance for Critical Hits and Damage +%, respectively.
- ==================================================
- Quest:
- ==================================================
- * Various amendments to the game texts to expand & clarify quest logs and NPC dialogue. Hundreds of typos & inconsistencies are corrected as well.
- * Completing the Swirling Mist of Miasma quest now drops Faye's Gloom instead of the (High Elf-only) Ring of Swirling Mist.
- * Completing the Garganthropod quest now drops Signet of the Apocalypse instead of Amulet of the Jade Scarab.
- * "The Scarabs' Lair": now drops Amulet of the Jade Scarab upon completion.
- * "Against the Blood Dryads": now drops Sword of the Blood Dryads upon completion.
- * "A Feast": Swampbelly Toads are now actually toads instead of turtles.
- * "Betrayed by Fate": Ramiere's Reincarnation now has a weapon.
- * "Attack is the Best Defense": Du'Rach Commander Harrad'smit is now a boss-level opponent.
- * Fixed swapped quest spiders between "The Perfect Green" and "The Metamorphosis."
- * Main Quest: Light-path characters can now strike the killing blow on Grand Inquisitor Nimonuil.
- ==================================================
- Seraphim:
- ==================================================
- * Soul Hammer: Fixed an animation bug that caused the Seraphim to lay sideways in the saddle when mounted and using 2h swords.
- * Divine Protection: Fixed swapped strings for bronze mods Capacity/Steadfast. Enhanced Spells incorrectly had the Original Spells text, and vice-versa.
- * Black Seraphim opponent is now classified as Undead in accordance with the quest story. She is upgraded to boss status and is now able to equip armor and weapons.
- * Class quest "Children and Demons III": no longer has the demons pre-transformed before the plot twist.
- * Class quest "The Hunt III": Black Seraphim now commands Undead Orcs and Ogres instead of generic Orcs.
- * Class quest "The Beginning of the End": Black Seraphim final battle now takes place in the Swamp underneath Hesheth, as the dialogs and quest logs suggest it should.
- * Class quest "Whoops" now drops Amulet of the Sereish as reward.
- ==================================================
- Inquisitor:
- ==================================================
- * Class quest "In the Badlands": Shirka Alana regains her fighting gear and is elite-class.
- * Class quest "All or Nothing": now drops Gloves of the Executor as reward.
- ==================================================
- High Elf:
- ==================================================
- * Class quest "Settlement From Beyond the Grave": now drops the Ring of Swirling Mist instead of a random ring.
- * Class quest "Delivery" should no longer finish prematurely or have blank phases in the log.
- ==================================================
- Shadow Warrior:
- ==================================================
- * Class quest "Orcish Necromancers": now features Undead Orcs instead of generic zombies.
- * Class quest "Past Mistakes": log now shows the "Resurrection Sword" quest item instead of a perfect crystal.
- * Class quest "Brothers in Arms": now drops Draligan's Gloves as reward instead of a random amulet.
- ==================================================
- Dryad:
- ==================================================
- * Class quest "Diligent Apprentices": Outlaw Theodus now equipped with a hunting bow.
- * Class quest "Missing Women": now drops Witches' Sabbath as reward.
- ==================================================
- Temple Guardian:
- ==================================================
- * Class quest "Rust": Troll opponent is now much more powerful. Now drops Dura's Cell as reward instead of two lesser health potions.
- ==================================================
- Dragon Mage:
- ==================================================
- * Mind Strike: Due to enemy CA regen debuff not working, this property is replaced with Chance for Open Wounds. Bronze mod "Weakness" is replaced with "Trauma," which adds Physical DOT.
- * Class quest "Dratted Little Beasts": Rat opponents are more powerful. Now drops Dragonleather Shoes as reward.
- ==================================================
- (Enhanced Spells Only):
- ==================================================
- * Inquisitor's Mortifying Pillory: Silver mod "Punishment" changed back to vanilla "Expulsion" which increases the duration.
- * Inquisitor buff Harbinger of Death renamed to Battle Daemon. Gold mods are replaced with "Poison Daemon" and "Fire Daemon" which are upgraded forms with elemental attacks and resistances.
- * Draconic Ally: damage of Blazing Tempest-like spell is decreased (roughly 1/2 former values).
- ==================================================
- (Challenge Mode Only):
- ==================================================
- * Enemy resistances are moderately increased across the board.
-
Version 2.1
- All changes apply to BOTH core modules unless otherwise noted!
Sacred 2 Enhanced Edition 2.1 Changelog
==================================================
General:
==================================================
* Gold and XP quest rewards are now reduced to be closer to vanilla values. Rewards are still 1.5-2x higher in Challenge Mode.
* Enemies now respawn more slowly (roughly 2x longer delay before respawn).
* Corrected numerous typos and adjusted several modifier names/descriptions/flavor text for clarity and consistency.
==================================================
Items:
==================================================
* Warding Energy related modifiers will no longer spawn on the equipment of characters who cannot obtain the "Warding Energy" skill.
* Item modifier "Combat Trance +X" should no longer spawn on non-Dragon Mage equipment.
* All characters may now find bonuses to Enhanced Perception and Bargaining on their items.
* Due to "Chance for Double Hit" modifier not being checked for ranged attacks, it has been replaced with "Opponent Health for Deathblow" on legendaries: Essence of Dark Matters and Aarnum's Pathfinder.
* Due to the Pacifism skill being removed, bonuses to Pacifism have been removed from all items. Replaced with "Survival Bonus" on uniques.
* Modifiers unlocked by the Magic Staves skill now function correctly.
* "Chance for Secondary Effect" modifiers unlocked by Ranged Weapons skill now function correctly.
* New high-level Blacksmith Art bonuses are changed as follows: Whet - Opponent's Chance to Evade | Anneal - Chance to Evade | Enhance - Hitpoint Regeneration
* Ellen's Commitment and Benny's Promise (Epic Office Quest rewards) now drop at the end of the quest with the rest of the loot.
* Ogre Warrior shield is no longer swapped with the smaller, player version.
==================================================
NPC and Creatures:
==================================================
* Reduced weapon damage and chance to hit for all elite skeletons in the Undead Legion.
* Minor fix for textures of NPC robes and capes that appeared to be transparent from one side.
* The player can now kill Grand Inquisitor Nimonuil at the end of the main quest line.
* Various NPCs have had their equipment corrected.
* Several boss AI discrepancies and faulty CAs have been corrected. Occurrences of bosses stopping in their tracks or wandering aimlessly during combat should no longer happen.
* Damage between NPC's is reduced by 85%. Escort quests should no longer be a potion-spamming frustration.
==================================================
Spells:
==================================================
* Dragon Mage can now use the Protector buff while shapeshifted without crashing the game.
* Dragon Mage dual wielding special move animations are now more appropriately matched to his combat arts.
* Temple Guardian's Battle Extension SFX now better matches the new animation speed introduced in CM 1.60.
* A few enemy CAs (freezing hard hit, freezing aura) can no longer permanently slow and debuff the player until reload.
* Divine Gift durations now slowly increase as they level up.
****************************************************************************************************
****************************************************************************************************
The following changes apply ONLY to Enhanced Spells module!
For detailed explanation of the core Enhanced Spells changes see: http://darkmatters.org/forums/index.php?/topic/21916-enhanced-spells-mod-sacred-2/
==========================================
Enhanced Spells 2.1 Changelog
* Seraphim's Sublime Guardian no longer uses Instill Belief without taking a modification first. Gold mods are changed to: Instill Belief (Guardian converts enemies) or Guardian's Wrath (Guardian uses Archangel's Wrath).
* Dragon Mage's Draconic Ally now has a smaller collision box so it should not obstruct the player in narrow corridors and other tight spaces.
* All Divine Gift cooldowns increased from 450s to 750s. In return, Divine Gift durations now slowly increase as they level up.
* All characters get new aspect backgrounds in the combat arts window.
* Repackaged "Classic Icons" as an optional module that can be installed on top of Enhanced Spells. Aspect backgrounds and vanilla CA icons will be restored to default. New CAs will have icons in the classic style.
- All changes apply to BOTH core modules unless otherwise noted!
-
Version 2.0 (Enhance
- The following changes apply only to Enhanced Spells version
These are only the upgrades from the previous version of Enhanced Spells.
For the full list of Enhanced Spells changes see: http://darkmatters.org/forums/index.php?/topic/21916-enhanced-spells-mod-sacred-2/
============================================================
----------------------------------
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.
----------------------------------
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.
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Shadow Warrior:
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* 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).
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Temple Guardian:
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* Sentinel Construct now uses Primal Mutation and Dedicated Blow.
* Temple Guardian gets +1 Amulet slot and +1 Ring slot.
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Dragon Mage:
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* Eternal Fire is changed from a cone-shaped spell back to its original, single-target behavior, and uses the new rebalanced values from CM Patch 1.60.
* Draconic Ally is smaller to avoid it getting in the way in caves and other tight spaces. No longer explodes into gore when unsummoned.
- The following changes apply only to Enhanced Spells version
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Version 2.0
- The following changes apply to BOTH core modules
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General Balance:
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* Critical hit damage is increased from 1.2x to 1.5x damage (2x in Challenge Mode).
* Max Run Speed cap is raised from 150% to 450% (includes enemies as well).
* Enemy aggro range increased by 200% (250% in Challenge Mode).
* Boss aggro range is slightly increased.
* Range for clearing the map fog of war is doubled (tripled in Challenge Mode).
* Merchant stock is larger and can have slightly higher quality offers.
* Special Mounts now gain XP at the same rate as the player (reduced from +300%).
* Enemy respawn time is increased from 180s to 300s (unchanged in Challenge Mode).
* Healing potion cooldown is increased from 5s to 7s (10s in Challenge Mode).
* Gold and XP rewards for solving quests are significantly increased, especially at higher difficulty levels.
* Added new quest rewards for several bosses and chain quests (unique items, skill or attribute points).
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Spells:
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* All weapon-based combat arts, hybrid combat arts, and almost all offensive spells now hurl enemies (ragdoll physics) when they die.
* Combat Arts that disarm enemies have chance raised to 100%.
* Divine Gift durations increased by around 50%. Kuan's Breath will now affect higher level enemies
* Horse CA Leap now has a scaling 50% chance to break roots, and will slow movement speed of enemies at the starting location.
* Horse CA Charge now buffs the rider with defense, damage mitigation, and light healing during the charge. The charge damage also scales better and can hurl enemies away.
* Horse CA Rear Up now has better damage scaling and can hurl enemies away. It also now has a scaling 40% chance for bleeding damage.
* Assailing Somersault - has greater jump distance.
* Cleansing Brilliance - health regeneration increased.
* Fire Demon - demon level scales better with CA increase.
* Belligerent Vault - has greater jump distance. Player no longer needs to target an enemy to use it.
* Twisted Torment - greatly improved base damage and damage from modifications.
* Amplifying Discharge - now inflicts some base ice damage. Bullets now home in on enemies.
* Archimedes Beam - has longer range and will knockback enemies.
* Dragon Form - Fireball and Fire Odem have improved damage.
* Tornado - now inflicts some base ice damage.
* Destroyer - now inflicts some base fire damage.
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Skills and Attributes:
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* Improved tooltip description text for all skills and attributes.
* Attributes' effect on weapon damage is increased.
* Dragon Mage can now learn the following skills: Dual Wield, Hafted Weapons, Ranged Weapons. Spell Resistance is now secondary skill.
* Dryad can now learn the following skills: Hafted Weapons, Toughness.
* High Elf can now learn the following skills: Hafted Weapons, Combat Reflexes, Toughness. Constitution is now primary skill.
* Inquisitor can now use shields and learn the following skill: Shield Lore.
* Shadow Warrior can now learn the following skill: Magic Staves.
* Seraphim can now learn the following skill: Hafted Weapons.
* Temple Guardian can now learn the following skill: Magic Staves. Concentration is now primary skill.
* Damage Lore is now a primary skill choice for all characters, so that a pure spellcaster doesn't have to take a weapon skill to access it.
* Pacifism skill removed from game.
* Alchemy skill now unlocks temporary DOT mitigation on Recovery Elixirs.
* Trophy powers now scale better with the Alchemy skill.
* Improved the efficacy of the Enhanced Perception skill.
* Decreased the efficacy of the Toughness skill. Armor and Damage Mitigation granted by Toughness are now at 85% of the former values.
* Increased the efficacy of the Speed Lore skill. Attack, Defense, and Run Speed granted by Speed Lore are now at 140% of the former values.
* Increased the efficacy of Blacksmith Mastery's chance to extract items without destroying the other socketed items (now caps around 97% at highest skill level). In return, Blacksmithing costs are not reduced as much by the skill.
* Blacksmith Mastery now unlocks a third powerful bonus on each Blacksmith Art.
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Creatures:
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* Elite enemies (and some bosses) have greater damage, hitpoints, and chance to hit, and also grant more XP per kill.
* The Creature of Skull Rock (Shadow Path quest opponent) is now a large and powerful boss monster.
* Varmin (Dragon Mage class quest opponent) has a new appearance and is now a powerful boss enemy.
* Elite red Young Dragons will no longer cast Meteor Shower.
* Dragon bosses have more varied spells and damage types depending on location (e.g., poison for Swamp Dragon, ice for Frost Dragon, etc.).
* More Dark Paladins now spawn in the Dark Army's ranks.
* Elite Aracin and elite Ursacin can now spawn outside of quests.
* Several enemies now use shields: Dryad Cultists, Minotaurs, Haenir, Daloriel the Depraved, "Ancient Secrets" Guardians.
* Thranak the Mad Ogre now uses a T-Energy staff.
* Thraconians and Lizardmen now have more weapon/shield variation.
* Elite Griffins get a new skin.
* Improved variation of Human Noble quest characters (no longer the same NPC used for 16 different quests).
* Lengthy enemy names shortened for Jungle Lizards, Elf Pirates, Inquisition Guards, and Dragon Cultists.
* Varieties of Olm, Thraconians, and Cultists now have different names based on what kind of attacks they use.
* Adjusted some enemy names to better match their appearance and the quest texts: Small Spider, Undead Auxillar, Moldered Skeleton Archer, Flayed One.
* Special Mounts make less noisy and intrusive idle sounds.
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Items:
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* Weapon icon size is standardized for all weapon types (e.g., all 2h Axes are 2x4, all Shortswords are 1x3, etc.).
* Several longswords and sabers that were re-classed as shortswords by the CM Patch (based on their small icon size) are switched back, and their icons are enlarged instead. Likewise a few smaller swords are reclassed as shortswords.
* Intensely bright glow fx on several weapons and shields is reduced so that the underlying designs can be seen better.
* Selling Price modifier removed from random items' bonus lists. Replaced with Survival Bonus on uniques.
* Chance to Find Valuables modifier on Legendary Relics no longer requires the Enhanced Perception skill.
* Decreased values of "Damage Mitgation: All +X%" equipment modifier to approximately 75% of the former values. This does not affect single element Damage Mitigation or Damage Mitigation granted by Combat Arts.
* Decreased values of "Block Chance" equipment modifiers unlocked by Shield Lore to approximately 75% of the former values.
* Rare-tier damage converters may now have a Chance for Secondary Effect +% based on damage type.
* The player can now find unique damage converters which give additional Damage +% based on damage type.
* Leech life from opponents (LL%) will no longer appear on rare items, only unique or better.
* Regeneration per hit (RPH) will no longer appear on magic items, only rare or better.
* Merchants will now sell Concentration Potions and Recovery Elixirs.
* Blacksmiths will now sell shields.
* Legendary jewelry now spawns with an additional bonus at level 75+, typically unlocked by skill mastery.
* High level rare items now have a good chance for an extra bonus or socket.
* Added racial damage bonuses to Bugslayer, Orcslayer, Dragonslayer, and Dragon's Nemesis.
* Uniques are re-balanced. Overpowered weapons and shields now have reduced modifiers and fewer sockets, while underpowered items (particularly 2h weapons) have modifier boosts and more sockets.
* Selection of normal/magic/rare items is more varied, and item appearance, quality, rarity are better matched. Some unused Ascaron designs are activated as well.
* Unique items are now unique in appearance. They will not share models with one other. This will only affect items dropped after installing the mod.
* Miniset designs are reworked to be more visually coherent. Set pieces match one other better now. Only affects pieces dropped after installing the mod.
* Added a new green Dragonscale armor for the Dragon Mage that can be found as random rares, as well as part of the miniset Halgrim's Law.
* 20 new shield designs are introduced to the pool of random items the player may find or buy.
* 16 new bow designs are introduced.
* 6 new throwing star designs are introduced.
* 2 new pole arm designs are introduced.
* 16 new magic staff designs are introduced.
* 15 new hafted weapon designs are introduced.
* 22 new sword weapon designs are introduced.
* Revised bonuses on items rewarded for completing the character class quests. Characters also get a unique helm in addition to a weapon.
- The following changes apply to BOTH core modules
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Version 1.4b
- Enhanced Spells Changelog 1.4 >> 1.4b
* Added translation for Spanish language.
- Enhanced Spells Changelog 1.4 >> 1.4b
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Version 1.4
- Enhanced Spells Changelog 1.3 >> 1.4
* Changed Dragon Mage's casting animations for Energy Blaze and Dragon's Wrath to allow for faster casting when Dual Wielding.
* Fixed bugged animations for Dragon Mage when Dual Wielding on special mount.
* Added new portrait pack + brighter player health bar.
* Added translation for Russian language.
* Added compatibility with Elite Mounts mod for all 5 supported languages.
- Enhanced Spells Changelog 1.3 >> 1.4
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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.
CORE Version: English, French, German, Italian, Polish, Russian, Spanish, Hungarian.
Alternate Spells: English, French, German, Italian, Polish, Russian, Spanish.
Full Change Log - a comprehensive list of the most current changes compared to the base Community Patch, and the full list of modules and features.
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.
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Installation:
- I HIGHLY advise NEW CHARACTERS or you may have re-rolled items, broken quests and spells, 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 "S2 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.
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Compatibility & Requirements:
- 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 Spells 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, Nude Mod, 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.
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If you have strange colors/visuals when using Ancient Bark now, follow these steps:
- Show Hidden Files and Folders in Windows
- Navigate to C:\Users\[username]\AppData\Local\Temp\Ascaron Entertainment\Sacred 2
- Delete the file named "shader.cache"
- Run the game and the visual problems should be gone.
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Development:
For more development info, visit this thread:
http://darkmatters.org/forums/index.php?/topic/21916-sacred-2-enhanced-edition