SpellForce: Platinum Edition

SpellForce: Platinum Edition

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Spellforce Empowerd
   
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3.880 MB
27 Thg08, 2023 @ 6:09am
15 Thg09, 2023 @ 1:40am
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Spellforce Empowerd

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Keep in mind you always need to update the mod manually by copy and paste from the download folder.
steamapps\workshop\content\39540\3026549411

This is my first Mod ever made.

i wanted to give the game a different feeling in some kind to get rid of things that personally made no sence to me

like Ice Magic being the strongest type of magic dmg wise aswell as freezing enemies for up to 10 seconds and Earth magic being as useless as it gets after the last few patches came out where it was fixed that physical spells scaled with strength.

i changed many spells of the games like making auras last longer or fire and adeath magic are on part as the strongest destructive forms of magic where fire burns faster and not as long and death magic spells can be used very fast after another or have a insane burst potential with drawbacks or longer cast and cooldown times.

I also changed arround the cost for Units and their upgrades to remove things like only spamming human marksman and clerics ( i can't be the only one who did that) i never felt the need of having any other unit in the human army besides sometime when i wanted to see cool Fire swords then i made a few paladins who refused to fight and instead buff my Clerics with dexterity.

I didn't change Weapon dmg cuz i personally feel they are well balanced overall but i changed the armors and rings to give different stats most armors that look heavy will make you walk slower but increase Stamina more have higher base AC or better str buffs.

armors that lookd lighter give you run speed or fighting speed but less or no str anymore.

Overall EXP needed was reduced at early stages from about 20% to on higher lvls 10.5% that should fix the need to grind every map ( you can still do it and over lvl but i won't judge on how someone plays the game)

The Attribute requirements are all gone for lvling skills technicly i would say it is not immersive but! it makes more fun :D

i often wanted to play a kind of cool mage killer assasin to bad the only way to achive that was having insanely high Charisma ( a stat not used at all in a build like that) and tons of int also not really helpfull with dex and Agility both attributes do not increase dmg or hp and still i couldn't lvl up Mind and light combat at the same time. now i can go for enchantment magic light combat daggers and light armors be swift and use mirror images early on and later the Mirage spell but i can only cast once or twice and my mana is empty.

so it encourages you to multiclass. also at start you can throw your points in whatever you really want i removed the max Attribute cap and set it to 150. from the start if you want to have 55 Str lvl1 u can have 55str lvl 1:D

im happy about every piece of feedback i will get so if some brave Rune warriors play my mod make sure to comment on the steam workshop so i can find it easy.

I updated most weapons now aswell and added some enchantments to some weapons and changed all daggers to attack faster, Bows come in 2 categories fast shooting less dmg and slow shooting lots of dmg with more range ( kind of a sniper bow)

also changed the fighter spells a bit to last longer with a lesser effect and changed some cooldowns.
I Removed the Salvo spell completly as it made just problems didn't work sometimes at all or no additional arrows shot and then again out of a sudden working again. So i traded it out for a self Buff that greatly increases Dexterity and Attackspeed.

hope you guys get some fun out of the stuff i made.

To install it change your game to the newest Version the Beta with the working Multiplayer.
Then go in your Folder steamapps\workshop\content\39540\3026549411 and Copy the GameData.CFF into your Spellforce Data Folder.


Everyone who ran into a bug where Druids and Wanderer Units could not be used after the purchased unit Upgrade that is fixed now aswell.
20 bình luận
Locomotor79 14 Thg05 @ 4:26pm 
hmm ok instead of no mana usage how about no upkeep on mana but the spel always still cost mana to activate
Locomotor79 31 Thg01 @ 8:21pm 
only whe can summon minions wether its Ice/fire or necro they canot summon units themselfs unless whe have the soulsmith reaper as a summon but there is no mod who lets that happen
DevilripperTJ  [tác giả] 31 Thg01 @ 5:15am 
In fact making Summons cost no Mana is super easy but it is also super unbalanced and breaks the game. Imagine you fighting vs enemies with summon spells or having units who can summon more the game would 100% crash at some point and i can't prevent that, I also do not want to make that change as it is kinda unfair for all other builds.
Locomotor79 26 Thg01 @ 5:31am 
those are rukioz and the other guys stuff i know that i ma not talking about that
i dont know how to mod att all
can you make it so summons dont cost mana upkeep att all
Becausse i live summoning and i always whent whit a Necro fire/ice combo
works quite wel whit the freezes i whas even albe to freeze up rohan the the cirkle frost mage
who tries to keep every thing toghetor and undo what the cirkle mages has
in orddr of the phoenix he sits on a dinoi whas able to freeze him even though his ice immmunitie is so high
DevilripperTJ  [tác giả] 26 Thg01 @ 3:37am 
@Locomotor79 for runes and everything else to check out here https://drive.google.com/drive/folders/11RPwerYfKhO5VGlKekjQc4BYaYSvQJey the lanfreegame folder contains a map that got all things in it for free game.
DevilripperTJ  [tác giả] 26 Thg01 @ 3:35am 
Im not quite sure if merging mods works like that im not a professional modder at all i throw arround with numbers and aimed for a more challenging late game for the most part and more diverse unit usage, Your question about summons is easy answerd, early on summons cost less mana upkeep in general and i changed many items to give more intelligence and also flat mana on some to make combat mages playable. in general necromancy is the strongest possible build that i tryed my self. More attribute points are not a thing i would consider as i changed and reworked the lvling formula to a fast lvl up early game that evens out later again but noticable after lvl 35 and onwards so ppl can get faster to a build they like and feel stronger then their elite units in the 2 first campaigns as in shadow of the phoenix the lvl gap between you and your runes will be enough to give you the hero feeling ( i hope :b)
Locomotor79 14 Thg01 @ 5:50am 
can you add those map changes that where made by rukioz and his friend
like in the campaign maps al those stores from the coop maps and he added them on the start of ToOD and Pheonix expansion though the first expansion they are placed lateron on another map and even spread out on other maps it had glyph shops aka for your buildings and units for monuments
Locomotor79 14 Thg01 @ 5:43am 
more attribute points gained per lvl whould be cool and yes i always made a combat summoner
since i also used from those creators the shops and which sold good swords and armor
aka swords and minions
Locomotor79 14 Thg01 @ 5:40am 
hee creator did you do something about the summonable's magic for the necro fire ice nature
creatures that can be summoned dont cost mana upkeep i am 1 who loves a fricking HUGE army of my own minions
DevilripperTJ  [tác giả] 25 Thg11, 2023 @ 6:50am 
@Ulm im not sure if that is something i have changed cuz i only adjustet Stats and available Spells for Units mainly some got new Gear but Clerics show nothing that could trigger that atleast from my side.