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.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article Articles

No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Post article and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.

Add file RSS Files
SpellForce Reimagined version 4.00

SpellForce Reimagined version 4.00

Full Version 4 comments

This 7z archive contains version 4.0. of the SpellForce: Reimagined mod. Readme files are attached as well. 2nd upload 4.0. since i forgot the readmes :D

SpellForce Reimagined 4.0 Sentos Fix

SpellForce Reimagined 4.0 Sentos Fix

Patch

Fixes Sentos dialogue on all new campaigns. Has console codes attached for fixing the quest in an existing playthrough.

SpellForce Reimagined 4.0 Frostfall Fix

SpellForce Reimagined 4.0 Frostfall Fix

Patch

Fixes one Mage of the Crimson Units spawning ahead of others and destroying the elf camp while you're in the swamps.

SpellForce Reimagined version 3.00

SpellForce Reimagined version 3.00

Full Version 20 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...

Post comment Comments  (0 - 10 of 204)
AlecciaRosewater
AlecciaRosewater - - 10 comments

The questplace armor merchant sells a "helmet of the eyplorers". While the idea does have writing potential it is more likely to be a typo. Unless you want to make it a third eye helmet or something with custom stats

The corrupted rocksmiths on coop 30 light can petrify targets up to level 1,2,3. You probably intended the number to be 30 or so

Reply Good karma Bad karma+1 vote
AlecciaRosewater
AlecciaRosewater - - 10 comments

Add some boss enemies to freeplay mode, at level 25 it felt like there were no more challenging foes left

Reply Good karma Bad karma+1 vote
VooV
VooV - - 18 comments

Brief first impressions:
Overall I'm enjoying the mod very much so far.

1. Does this mod use a different way of showing healthbars or is this a glitch? I don't think it was ever like this, nor did I have a healthbar bug quite like this before, though I once had no healthbars at all.
Nothing with full health shows a healthbar, but EVERYTHING, friend or foe, with less than full health shows them, that's ok with small skirmishes but in large fights I can't tell what's going on, I can't find my rune hero half of the time, a cloud of orc healthbars covers everything. Last I played OoD (on 1.6x) there was no healthbars unless a unit/control group was selected, I think that's better, or at least what I'm used to. Is it possible to change/fix this?

2. Speaking of large fights, I appreciate the increased challenge, I really do, anyone playing this mod will be a Spellforce veteran, but I've done Eloni and the number of enemies was like 10x (or more) of the original and they're more dangerous too, that seems excessive for this early in the game. Or is this because I have hard difficulty in the settings as a force of habit? Was the mod balanced for normal to already be the default challenging difficulty?

3. Leveling seems significantly faster without any grinding, although it's early levels and there's tons of enemies, so maybe it slows down in the mid game. Not sure how I feel about it.

4. I think the random drops from generic enemies were removed, I haven't seen a single one. I guess that's to discourage grinding and remove clutter, but as a result it's super hard to get some early game items like firesteel shield or militia helmet. IIRC a few items in the base game can't be obtained at all unless they drop from a random grunt. Maybe those should be added somewhere to early game merchants or enemies? Or random chest drops? It always bothered me in OoD that the early game locations have merchants with a bunch of late game items for sale, but most items for skill levels 1-4 are only random drops (often low chance), and then maybe show up 5 maps later when they're basically useless.

5. With the extended UI info, the production stats with the resource cost for units shows very close to the bottom, below a wall of other info, maybe that should be at the top, as in most RTS? That info is not there when I hover over a produced unit, so it wouldn't mess it up there.

6. The little aesthetic changes and additions to the maps and are very nice.

Edit: more
7. The cleaver (level 1 large blade) deals blunt damage. Should be cutting, unless it's a VERY blunt cleaver.

8. Speaking of which, weapons have stats like 80% piercing or 50% cutting, what does it mean? That x% of the weapon's damage is of that type? What about the remaining 20% or so percent?


Reply Good karma Bad karma+3 votes
Fergus-Dirkland
Fergus-Dirkland - - 5 comments

I'm sure DR will answer the rest, but on the topic about your first question, about full healthbars are not showing, either download a specific patch (which I didnt because I personally didnt find the bug troublesome) or press ALT on your keyboard, it will show everyones health even the ones that arent injured, just be careful tho, I had a large case of crashing on a large fight/too many units on screen when tapping ALT a lot in the span of a few seconds.

Reply Good karma Bad karma+2 votes
VooV
VooV - - 18 comments

Thank you for the answer. Pressing ALT to show all healthbars works. While that is occasionally useful, it unfortunately doesn’t solve my problem, I'd like the game to NOT show healthbars of every injured unit, especially enemies. I can live with my full health units not showing their healthbars, it’s weird but not too bad. Having 30+ healthbars of injured melee units over the fight seriously obscures the vision and makes it hard to see and control.

Weirdly, I can’t remember what the way of displaying healthbars in the original CD version of the game was, but it wasn’t this. In 1.6x units don’t show their healthbars unless they’re selected, and I think that’s a good way of displaying it. The way I play the game is that I have my main rune hero on 1 hotkey and other units/rune warriors in groups of 12 on other hotkeys, that way I can change between them in a fight and quickly move the ones that are stuck or injured. With everything displaying their health in a fight selecting a group doesn’t highlight the units nearly enough for me to find and control them in time. It’s just my preference, of course, but so far that’s probably the biggest issue I have.

Reply Good karma Bad karma+2 votes
Fergus-Dirkland
Fergus-Dirkland - - 5 comments

I used to play a lot of vanilla in the 1.61 version and the old CD (which was the OoD standalone experience), they were both the same way you are describing, again now I personally dont have a problem with the current change/bug but I can understand why it might it be uncomfortable for others. I wouldn't really mess with any community patches imo, it might break something within the mod, so I personally suggest just waiting for the 1.61 version of the mod, as far as Im aware theres no keyboard input or mod config that changes this, this is all I can think of but DR might have a better idea.

Reply Good karma Bad karma+1 vote
Remptain
Remptain - - 1 comments

Hello TheDarkRuler,

I am playing your Mod and enyoing it so far! I have a little issue, that the spell description don't work properly(I am playing without extended UI). For example: The pain spell does not display damage values(It shows this instead {{0}}) and the duration of spells is display in an weird format like ({[4.1]:3.5 seconds}). Maybe you thought it's supposed to be no problem because we should play with extended UI, but I cannot do this since I have healthbarfix applied.
Greetings R.

Reply Good karma Bad karma+2 votes
Guest
Guest - - 689,210 comments

Hello i wish to try this mod but after instalation i see i dont have any text bar or hp bar this is weird, any chance to fix this ?

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,210 comments

Hello creator! You making very good and super fun !!! You don't think about added new maps or transforming maps from other mods to your mod ? Od coure after asking other creators for a consen and I can say with certainty - your version is a real diamond edition. Really good job - especially rework spells and races and new bosses.

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,210 comments

3 attributes point was missing to reach 20 lvl each, when I created Heavy combat arts and white magic

Reply Good karma Bad karma+1 vote
TheDarkRuler Creator
TheDarkRuler - - 80 comments

I can try to reduce them even further. What limits you most?
Charisma or STR/STA?

Reply Good karma+1 vote
Guest
Guest - - 689,210 comments

It was charisma but could be any

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

X