Welcome to SpellForce Reimagined's mod page!

What does SpellForce Reimagined do?

  • Does a fresh interpretation of all of the campaigns of the 1st SpellForce series.
  • Keeping the original experience roughly the same while adding new unforeseen events.
  • Makes a few quality of life changes, adds a ton of new effects and fixes a few unfixed bugs in version 1.547500
  • Much much more ... if you wanna know how much more, please read the ReadMes. I have tried to add everything i did to them so you can read up EVERYTHING i changed. The readmes are big, you've been warned. :P

What does SpellForce Reimagined NOT want to do?

  • Hardcore balance (for multiplayer)
  • Changes to lore and campaign stories

Future of SpellForce Reimagined

  • The mod will eventually be ported to the new versions 1.6xx once it is stable. I am in contact with the devs to determine a possible time and date when this might come true. But for now, dont expect a soon port to the latest game version.

How do install?

The mod is uploaded in a compressed archive state (7z format). To open it you’ll need tools. Download the 7zip unpacker to unpack the archive to a folder of your choosing.

After having unpacked the archive you’ll see the following folders and files.
• Core Assets
• Optional Assets
• ReadMe files
Copy and paste all files from inside the Core Assets folder into your SpellForce directory.
Keep the folder structure intact. If being asked to overwrite stuff, click Yes.
Optional Assets are installed the same way but are not 100% needed. Choose if you want them.

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SpellForce Reimagined version 3.00

SpellForce Reimagined version 3.00

Full Version 8 comments

This 7z archive contains version 3.0. of the SpellForce: Reimagined mod. Readme files are attached as well.

SpellForce Reimagined version 2.01

SpellForce Reimagined version 2.01

Full Version 2 comments

This installer contains all files for version 2.0 including the day-one hotfix 2.01 that fixed the Graveguard textures. ReadMe files are attached too...

Comments  (0 - 10 of 92)
ConnorRix
ConnorRix

Goodevening,

Is there a way in the Editor to be able to reduce the unit construction time?
or would that be hardcoded somewhere else? I was looking around in the GameData file and couldn't find anything to do with that specific thing I was looking for.

Any help would be appreciated.

Thanks.

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TheDarkRuler Creator
TheDarkRuler

I think that value is determined by the summoning speed of each worker rune. Then there is a non-changeable modifier depending on the amount of resources and the amount of recruitment buildings present. Normally it is 3s at 100% rune power.

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ConnorRix
ConnorRix

SO, if I was to modify the worker runes, would that in theory shorten to greaten the construction time of the soldiers as well as workers?

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TheDarkRuler Creator
TheDarkRuler

It should... you can test it out yourself if you want. Just reduce one worker rune to like 1s and see if it affects the soldiers too.

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Guest
Guest

Greetings!

This is one of the best mods i've ever played, with any game. It's thoughtful and improving in so many ways. Thanks!

I'm almost ashamed to not just let this praise stand for it's own. But there is a request: Could you add the possibility for attribute freedom? There is a micro mod with this name, but in the current way it would overwrite your great changes.

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TheDarkRuler Creator
TheDarkRuler

Currently I have already lessened the attribute requirements extremely. It should be approximately 1/3 of the stat requirements of the original game. I dont want to add absolute freedom for the attributes though. But if you want i can tell you how to edit it yourself with Shovels Editor.

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Guest
Guest

I found it. Shovels Editor was THE recommendation, thank you!

For interested readers: spellforce editor at nexus mods, game data editor, 28. skill point requirements.

Reimagined special characters, i'm comming!

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Guest
Guest

I respect that. Are there any tables for the highest values (at level 20)? I mean like these: https__spellforce.fandom.com/wiki/Stats_of_Ability_Tree

I would appreciate the possibilty to edit the requirements with Shovels Editor!

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Guest
Guest

Since I read your offer I have little daydreams of planning an agility character with heavy combat arts and all white or all elemental magic schools. Thanks a lot just for this fun mind design time. :o)

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TheDarkRuler Creator
TheDarkRuler

Tell me what you made in the end. I made a light combat arts with earth magic mix-up. It had a quite strong start with Rock Bullet scaling with weapon damage. And once you get the Decay higher you can slice through enemies with ease.

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