SpellForce Revisited - Version 1.30 released!

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Shar Dundred
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Joined: Tue 8. Nov 2022, 17:00

SpellForce Revisited - Version 1.30 released!

Post by Shar Dundred »

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a SpellForce Platinum Edition mod by Shar Dundred

What is SpellForce Revisited?
SpellForce Revisited is an overhaul of SpellForce: The Order of Dawn and Breath of Winter.The Free Game Mode and Shadow of the Phoenix are affected by the general changes that have been made to the game data itself like adding missing spells to units, but the maps have remained unedited for the time being. SotP is the campaign that I intend to work on next.

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What does this overhaul feature?
Generally speaking, SpellForce Revisited is aiming to make the game both more challenging and more rewarding to play while also tweaking some of the mistakes of the vanilla game like units that should have spells not having them or not being able to use them (this is happening in BoW and SotP especially) as well as give more unit models a more unique look.

Spells and unit weapons have also been buffed to be more useful overall.

The enemy AI is deploying larger amounts of units which also tend to be more powerful. More bosses have been added to be slain and existing bosses have been made stronger. Another major change is that I have edited the attacking speed and made it much faster for many races, both enemy and ally alike, to make both more powerful. The AI now also uses the nomadic script more often to patrol on maps more regularly.
In addition, the clan relations have been tweaked to cause more situations that result in your enemies fighting each other &ndash; which also just is more lore friendly. The Demons and Undead should not get along, given the history of their most famous former masters.<br />Aiming to both give the different factions more personality and a higher variety of unit models and types, I have done quite some texture editing in addition to also using skins from the SpellForce Reworked mod (with permission of the author, again thanks for that).

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What languages is this mod supporting?
SpellForce Revisited supports the English and German languages.

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Is there anything to keep in mind?
Overhaul mods such as SpellForce: Revisited tend to be quite challenging on high difficulty because of the spawns being sped up, resulting in a higher amount of elite units being spawned.

Core features
  • Over 100 new units
  • Over 500 new scripts
  • Allied spawns
  • New factions like the Ironfist, the Golden and Ice Demons
  • More powerful enemy units and bosses
  • Both new &amp; massively edited textures and models
  • Edited campaign maps (currently only TooD &amp; BoW)
  • Many tweaks and fixes
  • Easier multiclass access
An incomplete changelog highlighting some (but by far not all) changes:
==================================================THE ORDER OF DAWN==================================================
GREYFELL
  • The Goblins are using more forces to attack you and the Cave Orcs actually move out
  • The Cave Orcs have two bosses (Yes, those are from Reworked but they no longer drop their items and one of them stays in the base)
  • The Cave Orc attack on Greyfell is larger
  • A small group of high level Cave Orcs will spawn on the map at later stages of the game
  • The Dawn Knights will actually get removed once the Order has left the city
  • A new group of Humans, the Ironfist, will spread their influence in the area, especially after the Dawn Knights have left
  • And more!
LIANNON
  • The village of Liannon has been remade to use city walls instead of a palisade. Despite being the smallest existing house, it still is the new seat of House Leonidar and therefore deserved a little upgrade, the ruling family has also been added though they are not doing much
  • The Ironfist will spread their influence in the area, especially after the Dawn Knights have left<br />House Leonidar and the Goblins will now openly engage even before the Rune Warrior wants to get to Eloni to give the place the feeling of a place that is actually supposed to be at war
  • And more!
ELONI
  • The Fist is deploying more and stronger forces to meet you in battle
  • Ruff the ogre leader of the central Fist base is now an Orc, he always felt weird to me since he was literally the ONLY Ogre in the entire Fist
  • The Ironfist will spread their influence in the area, especially after the Dawn Knights have left
  • The Evil Dryad has gained a stronger escort
  • A group of Dark Elves and a group of Beastmen now spawns at later stages of the game
  • And more!
LEAFSHADE
  • The Fist is deploying more and stronger forces to meet you in battle
  • Several groups of Fist raiders now spawns at later stages of the game
  • The Elves of Eloni will send a group of their people to reclaim Leafshade once the Fist has been defeated
  • Umuruk now has a group of trolls following him
  • Hyrr is much more powerful and summons Demons, he also loses a Summon Demon scroll (currently there is only one level of this spell, I intend to add more levels later)
  • The mercenaries will also now have crossbowmen in their ranks when they spawn
  • The Ironfist will spread their influence in the area
  • And more!
THE SHIEL
  • The Fist is deploying more and stronger forces to meet you in battle
  • A group of stronger minotaurs is spawned after you have been in Liannon
  • A new quest and dialogue have been added
  • The defenses of the Fist have been made stronger
  • The Utran soldiers no longer just sit in their base, instead they have received their own spawn to fight the Fist
  • A group of Dark Elves now spawns at later stages of the game
  • New spawn points have been added
  • And more!
WILDLAND PASS
  • The Fist is deploying more and stronger forces to meet you in battle
  • New spawn points have been added
  • The Dawn Knights have also received spawn points to support you
  • The soldiers of Utran would like a little payback so they too have gained a spawning point (at the portal to Shiel) to send their forces through
  • The Fist ambush has been made more powerful
  • Brannigan now has a strong guard that will respawn as long as Brannigan is alive
  • Brannigan has been given an enchanted sword by his mysterious employer &ndash; that you can take from him
  • The Dawn Knights will meet an unfortunate fate when their time has come
  • And more!
FROST MARSHES
  • The Ice Elves are deploying more and stronger forces to meet you in battle
  • The Sharok Orcs have set up a village at the Orc monument
  • And more!
NORTHERN WINDWALLS
  • The Undead waves and spawns are more numerous and stronger
  • If the Undead manage to defeat your allies, they will send a garrison to hold their newly won castle
  • A group of Trolls now spawns at later stages of the game
  • The Halites will receive spawn point to support you after the three large waves have been defeated
  • The Dawn Knights reinforcements will actually work now (thanks to Armory for giving me the script)
  • Dark Elves have set up camps, fighting both you, the Undead and the Halites
  • The Ironfist will spread their influence in the area, especially after the Dawn Knights have left
  • The blockade has been given some paladins
  • And more!
SOUTHERN WINDWALLS
  • Unlocked a hidden dialogue from Skarvig
  • Groups of Undead now spawn at later stages of the game
  • Dark Elves have set up camps in the Coldmark
  • The Dwarves will now secure the portals to the Greydusk Vale and the Stoneblade Mountain once those have been cleared
  • The Dwarves are now using Windholme instead of Hallit to describe their affiliation
  • And more!
STONEBLADE MOUNTAIN
  • Human bandits have managed to enter the Stoneblade Mountain before it was locked off and they will patrol the area
  • The Beastmen are now spawning. Have fun collecting the XP you get from their manes :)
  • The spiders now also have been given spawn points
  • Kraga has been made more powerful and has a special club
  • And more!
GREYDUSK VALE
  • The Undead spawns are more numerous and stronger
  • House Hallit and the Dwarves will send forces to support the Dawn Knights
  • New undead types have been added to the map
  • The Ironfist will spread their influence in the area
  • The Dawn Knights will meet an unfortunate fate when their time has come
  • Marcia, House Hallit and the Ironfist will take control of the fortress afterwards
  • And more!
HOWLING MOUNDS
  • Korshar's commanders now utilize abilities depending on the base they are in
  • The Undead spawns are more numerous and stronger
  • Korshar's bodyguards have been buffed &amp; his bloodshadows are making use of their Greater Healing again (I will never understand why it was removed from them at some point)
  • A group of hostile Ironfist soldiers has set up camp in the area, fighting both you and the Undead though they will mostly stay in the area around their camp
  • Korshar's fortress is much stronger now, using both towers and elevated archers to defend it
  • And more!
WHISPER
  • The Undead spawns are more numerous and stronger
  • Created a larger diversity for the undead forces
  • Replaced Ismail's low level spectres with more powerful undead
  • And more!
GODWALL
  • The Briar Wolves are deploying more forces to meet you in battle
  • The Briar Wolves send out groups to search the area, actually looking for what they had been sent here for
  • And more!
MULANDIR
  • Mechlan's illusions are more powerful rather than, well, being a complete joke
  • Mechlan has a few bodyguards left at the end
  • Briar Guards are no longer as obvious
  • And more!
FARLORN'S HOPE
  • The Briar Wolves and the Red Legion are deploying more forces
  • The Red Legion and the Briar Wolves will engage each other (and their main bases) more aggressively
  • The dragons are also moving out from time to time
  • And more!
THE RIFT
  • More Demons are being spawned, especially to support the defense
  • Ulather has gained two powerful guardians to protect himself
  • Some Demons will now attack you from behind once Ulather is dead
  • And more!
SOUTHERN GODMARK
  • Increased the power of the attacks from the Blades
  • The Blades are now patrolling the Godmark
  • Hostile Ironfist forces and a strange golden version of the Blades has taken control of parts of the map, resulting in a three-way-war
  • Sharok Orcs and Urok trolls now live in the eastern area
  • A troll monument has been added
  • And more!
NIGHTWHISPER DALE
  • Replaced some Kithar with Blades
  • Decreased the damage of the Kithar claws since the damage of their claws is higher than even the damage of some high level enemies in SotP, they are still strong enough
  • Blocked the secondary entrance to the Kithar bases
  • And more!
BREATHING WOOD
  • All Black Towers have been removed from the map and replaced with other buildings
  • The Kithar have been replaced with hostile Ironfist, Golden and Blades
  • The three factions are patrolling on the map a lot, resulting in a 3-way-war much larger than the one in the Southern Godmark
  • And more!
SHARROWDALE
  • The Blades have built strong blockades on the first and second level of the map to stop you from progressing, requiring a strong army to break through
  • The dragons on the first level have been replaced with hostile Ironfist forces
  • The ghosts on the second level have been replaced with the Golden
  • Replaced most Blades with stronger version
  • Increased the power of the Soulforger and granted him stronger abilities (like obviously being able to summon Blades)
  • And more!
==================================================BREATH OF WINTER==================================================
MIRRAW THUR
  • Added some undead to give some easy early XP
  • Replaced some of the Crimson units occupying the city of Mirraw Thur with higher level versions
  • The Crimson Empire is no longer immune to Fire Magic. They are still very resistant, about on the same level as Ice Elves are resistant to Ice Magic but fire can now be used against them
  • And more!
STORMCLEAVER ROCKS
  • Replaced a Kithar camp with a Beastmen camp and added an unusable portal (reference to the Beastmen in Eloni in TooD coming from the Stormcleaver Rocks originally)
  • Increased the defense of several Kithar camps
  • The enemy spawns are more numerous and stronger
  • Added some enemies to make the quest with the three mages slightly more difficult
  • Groups of the Crimson Empire will occupy the Stormcleaver Rocks when they also occupy Mirraw Thur
  • And more!
ECHO SWAMPS
  • The Grargs are now sending more forces to patrol the swamps
  • The enemy spawns are more numerous and stronger
  • Whorim has been given a proper personal guard
  • Increased the amount of golems at the western edge
  • And more!
FROSTFALL
  • The Fist units have been replaced with Sharok
  • The Uroks have been replaced with Torgs (as they are called in the cutscene)
  • The Crimson Empire will make slightly more of an effort to hunt you down once they have taken the Ice Elf defenses
  • Dracon Arach will use some of his formerly unused lines
  • The Crimson Empire will destroy the base of the Gate Keeper once you no longer need her
  • A small group of Ironfist mercenaries will accompany and protect the refugees
  • And more!
TIRGANACH
  • The group of Ironfist mercenaries will continue to accompany and protect the refugees (if they still alive)
  • A small group of the Ironfist is staying in Tirganach, accompanied by an elf called Firune
  • And more!
WINTERDEEP
  • The Undead Elves and Dwarves will now fight each other (currently the Dwarves usually win, this will be tweaked in the future)
  • Increased the difficulty of the last stage of the mosaic
  • Replaced Hallit Dwarves &amp; Eloni Elves with Fastholme Dwarves &amp; Ice Elves
  • Added some resources
  • And more!
FASTHOLME
  • The Undead have increased both in strength and number and they are also now patrolling the area around them frequently
  • One of the Lucien that spawn when you revisit Fastholme during Flink's quest is going to drop a special something for you to use
  • And more!
NEVERSHADE FRONTIER
  • The Crimson Empire now utilizes more high level units rather than the weak units that are underlevelled in comparison to your own units
  • The final troll base has been replaced with a strong Crimson Empire garrison
  • General Tormin of the Ironfist is travelling with you for the first part of the mission to support you
  • A small group of Ice Elves is supporting you now
  • And more!
SHAL'DUN
  • The Crimson Empire has amassed more soldiers to oppose your progress
  • The leader of each city is now accompanied by a personal guard reflecting their respective city
  • The scripted attacks from the Moon and Sun Cities are getting stronger after some time has passed
  • Grim now has a large initial guard and once he has been put to his knees and is about to be executed, another guard spawns. This second guard will respawn until Grim is dead
  • General Tormin of the Ironfist is travelling with you to support you until Grim has been defeated, he will then stay in Shal'dun
  • Craig's forces will secure the inner city after Grim's defeat
  • Craig's forces will now support you against the three cities - they are also not bound by any pacts you may or may not decide to accept
  • And more!
THE ABYSS
  • Your enemies, especially the Crimson Empire, are utilizing more forces to defy you
  • Since the Crimson Empire is no longer completely immune to fire but instead resistant (like the Ice Elves are to Ice Magic), the Orcs are more useful in this mission
  • Lena is no longer level 10 but level 18 instead
  • The Ironfist has sent some bodyguards to help you
  • And more!
FROSTWEAVER RIFT
  • Increased the strength of the large wave attacking you prior to Aryn's gate being opened
  • Fixed the names of the Fastholme artisans
  • More Dwarves have arrived and Murim actually fights if the enemies get too close to him
  • And more!
==================================================SHADOW OF THE PHOENIX==================================================
SotP changes are currently limited to units being given abilities that they should have had according to their game data &amp; new unit models, especially for the Hazim as well as some script adjustments.
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Last edited by Shar Dundred on Fri 15. Sep 2023, 17:52, edited 2 times in total.
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NeoX
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Posts: 258
Joined: Thu 3. Nov 2022, 07:47

Re: SpellForce Revisited - Version 1.30 released!

Post by NeoX »

hi,

jewels like these need to be pinned :-)

Greetings: NeoX
SpellForce 2 - Master of War | SpellForce - Wiki & Info Hub
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"SpellForce 2 - Master of War" is the legendary Card-Game of the SpellForce 2 Collectors Edition of 2006, now finally for PC and Android! Play against the NPC, another Player or Online. Over 100 different Cards out of 7 factions and more than 10 powerfull spells to support them. Many hours of tactical turn based gameplay await you.
http://www.sf2-mow.keepfree.de/
- - -
"SpellForce - Fan Hub & Wiki" (for Android devices) is the official SpellForce fan hub app with wiki and forum integration made by the Fan Community. Get updated with the latest SpellForce news all around the game and its community. Look up knowlege in the wiki about lore and game guides. Exchange yourself with others on the fan forum. Made by the Community for the Community.
https://play.google.com/store/apps/details?id=com.it_huskys.spellforce_hub_wiki
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Wormic
Posts: 59
Joined: Thu 3. Nov 2022, 09:00
Location: Germany
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Re: SpellForce Revisited - Version 1.30 released!

Post by Wormic »

Nice mod! I'm looking forward to let's playing it after I'm finished with the vanilla playthroughs. Looks like a lot of fun and challenging changes :saufen:
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Shar Dundred
Posts: 14
Joined: Tue 8. Nov 2022, 17:00

Re: SpellForce Revisited - Version 1.30 released!

Post by Shar Dundred »

Uploaded a hotfix for my mod, there was an army of Crimson Empire units just chilling in Liannon. They liked the climate. I kicked them back to Shal'dun though.
User avatar
Shar Dundred
Posts: 14
Joined: Tue 8. Nov 2022, 17:00

Re: SpellForce Revisited - Version 1.30 released!

Post by Shar Dundred »

Thanks to NeoX I have been able to add a mod installer.
I have attached it to the first post.
It includes an exe file both for newer systems as well as one for Windows XP.
You can just pick the version of your game within the exe and either install, repair/upgrade and uninstall with it.
Huge thanks to NeoX and enjoy!
mik949
Posts: 1
Joined: Sat 23. Sep 2023, 16:08

Re: SpellForce Revisited - Version 1.30 released!

Post by mik949 »

I'm Struggling to install the mod. I try to put into the Platinum Edition Path on my computer but the installation stops at halfway and doesn't move. can someone help me?
User avatar
NeoX
Administrator
Posts: 258
Joined: Thu 3. Nov 2022, 07:47

Re: SpellForce Revisited - Version 1.30 released!

Post by NeoX »

hi,
mik949 wrote: Sat 23. Sep 2023, 16:14 I'm Struggling to install the mod. I try to put into the Platinum Edition Path on my computer but the installation stops at halfway and doesn't move. can someone help me?
Can you please post the activity log of the setup here and make sure the setup is not blocked by anything adn has the needed permissions?
(run as administrator).

Greetings: NeoX
SpellForce 2 - Master of War | SpellForce - Wiki & Info Hub
Image Image
"SpellForce 2 - Master of War" is the legendary Card-Game of the SpellForce 2 Collectors Edition of 2006, now finally for PC and Android! Play against the NPC, another Player or Online. Over 100 different Cards out of 7 factions and more than 10 powerfull spells to support them. Many hours of tactical turn based gameplay await you.
http://www.sf2-mow.keepfree.de/
- - -
"SpellForce - Fan Hub & Wiki" (for Android devices) is the official SpellForce fan hub app with wiki and forum integration made by the Fan Community. Get updated with the latest SpellForce news all around the game and its community. Look up knowlege in the wiki about lore and game guides. Exchange yourself with others on the fan forum. Made by the Community for the Community.
https://play.google.com/store/apps/details?id=com.it_huskys.spellforce_hub_wiki
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