SpellForce Revisited - Version 1.30 released!

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Cassian0585
Posts: 5
Joined: Sat 28. Dec 2024, 17:17

Re: SpellForce Revisited - Version 1.30 released!

Post by Cassian0585 »

Am on the public beta, and I'll try the pre-map thing, its just I never know if I wanna turn it off or on. Cause on some maps it's extremely fun. Then on maps like ... eh is it called stoneblade mountain? The mintoaurs and Urak things just throw wave after wave of 10-15 minos, and 20 of the other things. And I mean non stop. I built like 50 towers and they just mowed through them lol. Never had time to build up a fighting force by the time I did, they couldn't even dent them, fought them back to their base like wooo finally. 50 of them in their base.
Cassian0585
Posts: 5
Joined: Sat 28. Dec 2024, 17:17

Re: SpellForce Revisited - Version 1.30 released!

Post by Cassian0585 »

Is there any reason the red legion attacks my allies orcs? They can't even fight back cause they're not flagged as enemies, in Farlorn's hope.
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tayna
Posts: 6
Joined: Fri 25. Nov 2022, 23:24

Re: SpellForce Revisited - Version 1.30 released!

Post by tayna »

If I'm not mistaken you get told at the beginning of the map that you should keep your orcs away from the humans as they will attack because orcs.
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Shar Dundred
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Joined: Tue 8. Nov 2022, 17:00

Re: SpellForce Revisited - Version 1.30 released!

Post by Shar Dundred »

The Trolls on Stoneblade take a long time until they become active and start spawning. This is also the case in vanilla.
The best way to fight the Trolls after they are activated is by flanking them through the minotaur side of the map, who are much weaker than the trolls.
If you find Stoneblade too difficult, I advise you to play Greydusk Vale first - it gives you higher level runes and additional plans. Again a vanilla strategy that can help a lot on that map.

As for the Orcs and Red Legion in Farlorn's Hope, as tayna stated, the two will fight each other in vanilla as well. It just becomes more obvious in Revisited due to the Red Legion being less passive. Your Orcs can and will fight back and even attack the human soldiers, you just cannot tell them directly to do that.
PyreCracker
Posts: 3
Joined: Sun 16. Mar 2025, 13:23

Re: SpellForce Revisited - Version 1.30 released!

Post by PyreCracker »

Hey first of all thank you.
As you wrote Revisited is compatible with the AngelTrump mods.

How about the High Resolution Mod of NeoX/IT-Huskys?

And are there any plans to include the mentioned mods in yours? I think it would help tremendously to make revisited the complete overhaul package (similar to reimagined).
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NeoX
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Re: SpellForce Revisited - Version 1.30 released!

Post by NeoX »

hi,
PyreCracker wrote: Mon 17. Mar 2025, 12:29 Hey first of all thank you.
As you wrote Revisited is compatible with the AngelTrump mods.

How about the High Resolution Mod of NeoX/IT-Huskys?

And are there any plans to include the mentioned mods in yours? I think it would help tremendously to make revisited the complete overhaul package (similar to reimagined).
i would not allow the inclusion of my mods in other mods as standard, for reasons of maintenance, ownership and also policy violation.

Greetings: NeoX
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PyreCracker
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Joined: Sun 16. Mar 2025, 13:23

Re: SpellForce Revisited - Version 1.30 released!

Post by PyreCracker »

Ah I see, that makes sense.
It was mostly a thought of convenience.
I guess all mods are available on their own.
Spellmouse
Posts: 2
Joined: Sat 15. Mar 2025, 22:45

Re: SpellForce Revisited - Version 1.30 released!

Post by Spellmouse »

Hi, this mod looks interesting, i'm tempted to give it a try. But i noticed that the GameData.cff file of this mod is about a third smaller than the vanilla one, can you tell me why? I'm a bit concerned that there might be problems with that (like missing stuff etc.). Also, can you elaborate more on the changes regarding Freeplay (Character progression, new/modified items and spells, maps etc.)? That would be very nice! And of course, huge thanks for making the mod in the first place!
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Shar Dundred
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Joined: Tue 8. Nov 2022, 17:00

Re: SpellForce Revisited - Version 1.30 released!

Post by Shar Dundred »

Make sure you install the mod variant for your version - GameData files for 1.54 are much smaller than 1.61 due to not including the polish and russian translations i. e.
As for your second question, the mod does not actively edit FGM. Unit and item changes from the campaign will apply to FGM due to being the same ID but otherwise there are no changes.
Spellmouse
Posts: 2
Joined: Sat 15. Mar 2025, 22:45

Re: SpellForce Revisited - Version 1.30 released!

Post by Spellmouse »

Ah, i see. I installed the mod via the installer, i will download and install the files for beta next time then. Thanks for the quick response!
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