Open source project with general tweaks and fixes for SpellForce 1 that serve to both improve the vanilla experience while also serving as a framework for custom mods.
Open source project with general tweaks and fixes for SpellForce 1 that serve to both improve the vanilla experience while also serving as a framework for custom mods.
This mod/modding framework serves two purposes:
1) To improve the vanilla experience of SpellForce The Order of Dawn and its expansions without heavily modding the game.
2) To provide a framework with basic fixes which can be built upon by modders.
Since SpellForce 1 did not receive its remaster/rework as of yet, I have decided to put this together myself and hope that it will be used by both players and modders.
Simply download the zip file and then open the folder of whichever version you are using (the 1.61 folder works for both 1.61 and the 1.61 beta).
Drop the data & script folders in your main SpellForce directory.
As with all SpellForce mods, if you have others already active, this mod will conflict all mods that edit GameData and/or edit the same script files.
There is a full changelog attached below but to summarize:
GENERAL FIXES
- Various english grammatical fixes (i. e. Necromaner to Necromancer, wind riflemen to windarchers)
- Fixed several english tooltips (i. e. White Magic tooltip claiming that you need the Intelligence attribute)
- Fixed the list counts of some spells to start with 1 instead of 0 (for modders only)
- Added an english translation to the easter egg in the Ravenpass
- Overhauled attribute requirements for skills and made them all symmetrical:
* Level 2 requires 26 of the two attributes associated with the skill
* Level 3 requires 28 of the two attributes associated with the skill
* Every following level requires 3 more points per attribute
* Level 20 requires 4 more points than Level 19 (80 in total)
This allows for easier multi-classing and overall allows for more freedom when spending attribute points. While it increases the requirements for some skills on lower levels, it ultimately means that you have to spend 55 points per attribute in total instead of ~75 points per attribute while also allowing for easier planning of your builds. Using more points per attribute still makes you more powerful with your respective skills.
UNIT FIXES AND TWEAKS
- Yrmir now has 400 armor instead of 0 as he is supposed to on this level (it also makes him able to put up a bit of a fight against non-mage avatars)
- Fire Demon now has the Fireburst spell as it was supposed to according to its game data text
- Yrmir now uses an unused vanilla model to stand out a bit more
- The Eloni Wintermage in Leafshade now uses Iceburst instead of Death
- The level of Blade Lord of Ice in Shadow of the Phoenix has been changed from 25 to 48 as it is supposed to according to its game data text
- Corrected unit names (Sharok Totem actually being called Totem instead of Spearman, giving a lvl 9 succubus that has no name in english her name back, and many more)´
- Increased Commander Briar's Stamina from 10 to 60 for those who want to fight the base without using Seth Dundred's assistance, he can still easily get killed by Seth
- Merchants are no longer part of any race's diet and therefore can no longer be hunted
- Renamed the Shadowblade in Shal'dun to Crimson Shadowblade and gave it the crimson skin as it only appears in the Sun City
RACIAL TWEAKS
- Paladins now use Aura of Dexterity instead of Dexterity
- Moved Necromancer upgrade from Arcanum to Dark Academy
- Moved Warlock upgrade from Dark Academy to Arcanum
SCRIPT TWEAKS
- The Grarg blockades in the Echo Swamps will now return to their guard positions if they get pushed away
- Fixed spawns of units that were meant to spawn on already completed maps at a later point in the game (like the Dark Elves in the Shiel). Affects Eloni, Leafshade, Northern Windwalls, Southern Windwalls and Greydusk Vale
- Fixed Hirin dialogue in City of Souls and made it possible to inform him of Ereon's release in case you visit him again after having freed Ereon (and made him despawn afterwards)
- The non-quest Dawn Knights in Greyfell will disappear along with Sartarius after the Phoenix Stone has been retrieved
- Orthanc and Seno will return to their homes if they get pushed aside by the citizens patrolling the city
SPELL FIXES AND TWEAKS
- Decreased the intelligence threshold for maximum damage for both Shockwave and Shock for levels 5-12 to 150 and for levels 13-20 to 300 (meaning that higher intelligence of the target unit will more easily result in higher damage)
- Applied spell fixes from the 1.61 beta to 1.54 (i. e. Roots targetting allied units, Rock Bullet and Wave of Rocks dealing ridiculously little damage on higher levels)
- Increased the minimum damage of Shock:
* Level 1 from 7 to 8
* Level 2 from 9 to 11
* Level 3 from 11 to 14
* Level 4 from 14 to 17
* Level 5 from 18 to 22
* Level 6 from 22 to 26
* Level 7 from 26 to 30
* Level 8 from 31 to 35
* Level 9 from 35 to 40
* Level 10 from 40 to 45
* Level 11 from 44 to 50
* Level 12 from 50 to 55
* Level 13 from 56 to 69
* Level 14 from 63 to 83
* Level 15 from 71 to 98
* Level 16 from 80 to 114
* Level 17 from 90 to 131
* Level 18 from 101 to 149
* Level 19 from 113 to 168
* Level 20 from 126 to 188