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Sacred 2 Llama’s Community Patch Mod

  1. What This Mod Is About
  2. Screenshots
  3. Changelog
  4. Installation
  5. Credits
  6. Official Site & Links
  7. Downloads

What This Mod Is About

This mod significantly overhauls most of the combat arts and modifications of the Temple Guardian and Dragon Mage.

Screenshots

Changelog

Temple Guardian Combat Arts

Devout Guardian aspect.
Combat Alert now affects ranged weapons as well as melee, even without the Assualt mod.
T-energy Shroud Recharge mod per-level bonus has been trippled (from 3 + 1 per level to 3 + 3 per level)

Lost Fusion aspect.
Amplifying Discharge now has 100% chance of 3 rebounds at lvl 1, the mods have also been changed
mod 1a – Spectral Ammunition, additional magic damage (28 + 14 per level)
mod 1b – Knockout, chance to stun (19.8% + 2% per level)
mod 2a – Viral Load, additional poison damage (24 + 14 per level)
mod 2b – Explosive Shot, chance to damage nearby opponents (59.5% + 5% per level)
mod 3a – Incendiary Payload, additional fire damage (24 + 14 per level)
mod 3b – Rubber Bullets, 3 additional rebounds.
Furious Emblazer is now Napalm. Napalm creates a burning field of fire which damages everything inside it for the duration.
mod 1a – Prolonged Burn, increased duration (+1 second +0.1s per level)
mod 1b – Accelerant, increased hits per second (from 1.3 hits/s to 2 hits/s + 0.1/sec per level)
mod 2a – Intensify, increased damage (+16 + 8 per level)
mod 2b – Incapacitate, chance to stun (10% + 0.2% per level)
mod 3a – Immolation, increased chance to ignite (+25% + 0.3% per level)
mod 3b – Elongate, increased AoE (+100 + 10 per level, distance units, an increase of +50% + 10% per level)
Archimedes Beam is now Fusion Mine. Fusion Mine creates a trap at the target which does physical & fire damage to opponents each time they enter or leave it’s AoE.
mod 1a – Increased Yield, increased fire damage (21 + 10.5 per level)
mod 1b – Immolation, increased chance to burn (45% + 5% per level)
mod 2a – Fright, chance to cause fear (14.7% + .3% per level)
mod 2b – Shockwave, chance to knockback (9% + 1% per level)
mod 3a – Stellar Fury, increased chance to score a critical hit (9.8% + .2% per level)
mod 3b – Sunburn, deathblow (deathblow threshold 24% + 1% per level)
Propelled Levitation has been changed to a “eCAtype_m_move_go” CA (like the High Elf’s Teleport), which should mean that the TG can use this to cross rivers & “no-go” areas.
The max jump distance has been increased 33% (from 750 to 1,000 distance units).
The damage AoE area has been increased (from 200 + 0 per level to 300 + 10 per level).
The base fire damage has been increased (from 28 + 14 per level to 48 + 24 per level).
Mod 2b fire damage has been increased (from 14 + 7 per level to 24 + 12 per level).

Source Warden aspect.
Primal Mutation is now Primordial Annihilator. Primordial Annihilator does fire/magic damage over a very small AoE.
mod 1a – Primal Fury, increased chance to score a critical hit (+14% + 1% per level)
mod 1b – Expansion, increased AoE (+200 + 1 per level, distance units. This is a 100% increase)
mod 2a – Fusion, increased fire damage (+21 + 10.5 per level)
mod 2b – Incendiary, fire damage over time (40 + 15 per level)
mod 3a – Radiation, increased magic damage (+21 + 10.5 per level)
mod 3b – Radiation Burn, magic damage over time (40 + 15 per level)
Fiery Ember is now Elemental Fury. Elemental Fury does fire & ice damage over an area for a duration.
mod 1a – Slowdown, reduces affected opponents’ attack speed (29.8% + .2% per level)
mod 1b – Furious Fire, increased fire damage (12.5 + 7.5 per level)
mod 2a – Inaccurate, reduces affected opponent’s chance to hit (29 + 1 per level)
mod 2b – Intemperate Ice, increased ice damage (12.5 + 7.5 per level)
mod 3a – Wither, reduces stats of affected opponents (16.4% + .6% per level)
mod 3b – Penetration, increases TG’s Spell Intensity (+18.5% + 1.5% per level)
Icy Evanesence is now Temporal Flux, a temporary team buff giving run speed & chance to evade.
mod 1a – Crushing Blow, increases weapon damage (17.5% + 2.5% per level)
mod 1b – Blue Shift, increases attack speed (9.5% + 0.5% per level)
mod 2a – Premonition, reduces opponent’s chance to evade (9.7% + 0.3% per level)
mod 2b – Penetration, chance that attacks will disregard armour (29.5% + 0.5% per level)
mod 3a – Regenerative Flow, reduces Temporal Flux’s cooldown (7.5s – 0.1s per 3 CA levels)
mod 3b – Piercing Blow, increases chance to score a critical hit (9.8% + 0.2% per level)
Untouchable Force is now Summon TG. Summon TG summon’s an allied Temple Guardian to aid you in your fight. Summoned TG level is 1 + 1 per level.
mod 1a – Sharpened Blade, increases physical weapon damage (5 + 5 per level)
mod 1b – Elemental Deflection, increases TG’s resistances (7.5 + 5.5 per level per element)
mod 2a – Enhanced Pneumatics, increased attack speed (19.8% + 0.2% per level)
mod 2b – Prototype Weapon, increased physical weapon damage (5 + 5 per level)
mod 3a – Advanced Coombat Algorithmics, increased attack & defence (25% + 5% per level)
mod 3b – Composite Armour, increased armour (7.5 + 5.5 per level per element)

Dragon Mage Combat Arts

Dragon Magic aspect.
Dragon Form has different mods, the first mod of each tier now shifts the Dragon Mage into increasingly more powerful dragons
mod 1a – Draconic channelling – Intent concentration allows the Dragon Mage to transform into a more powerful dragon
mod 1b – Wyrm’s Fury – Tear your enemy limb from limb with the true power of a dragon (0% + 4% per level damage bonus)
mod 2a – Draconic channelling – Intent concentration allows the Dragon Mage to transform into a more powerful dragon
mod 2b – Basilisk’s Talon – Pierce even the toughest armour (5% + 0.5% chance to ignore armour)
mod 3a – Draconic channelling – Intent concentration allows the Dragon Mage to transform into a more powerful dragon
mod 3b – Dragon Soul’d – The Dragon Mage aligns his thought processes to the great drakes and is able to change his form more frequently (33% + 0.2% per level cooldown reduction)
Eternal Flame has had fire damage added (7 + 7 per level) in addition to the normal damage over time

Elemental Magic aspect.
Whirlwind now does physical + ice damage (30 + 15 per level per element), previously it did pure physical (50 + 25 per level)
mod 3a – Disorientate – The constant buffetting distracts opponents & makes it harder for them to hit the Dragon Mage (50 + 2 per level)
Magic Barrier is now Armageddon. Armageddon rains down fiery death from the sky. This spell drops 255 meteors (the cap) over 17 seconds with a radius of ~5.7m, it is strongly advised to disable screen shake in the customoptions.txt file before using the spell. There is also a display bug where the damage on the tooltip is roughly 1/10 of the actual damage done per rock.
mod 1a – Hellfire – Burn your enemies with the fires of creation (16.9 + 5.6 per level fire damage)
mod 1b – Devastation – The fires of creation sometimes find a chink in your opponents armour & deal additional damage (9.9% + 0.1% per level chance to critical hit)
mod 2a – Arcane Fire – Tear your opponents apart with eldritch energies (16.9 + 5.6 per level magic damage)
mod 2b – Tempest – Increase the torrent of Death From Above (+10.5 hits per second, +70%, reduces the duration from 17 seconds to 10 seconds)
mod 3a – Nickel-Iron Core – Crush your foes with really big rocks (16.9 + 5.6 per level physical damage)
mod 3b – Explosive – Sometimes the rocks explode on impact (+50% chance for splash damage)
Destroyer has the damage type changed to fire & a chance for knockback (50% + 1% per level)
Protector has had it’s AI changed such that it will now cast the CAs that Ascaron gave it, as well as a brand new root CA (dm_protector_root in spell.txt if you wish to look it up). The new root CA has the following tokens/stats:
Duration of 10 seconds + 0.5 seconds per level
Range of 50 (0.285m, this is the same as an unmodded Tangling Vines, so it will sometimes “miss” moving targets)
0.8 + 0.02 per level hits per second
30 + 15 per level physical damage
20% + 0.3% per level chance to stun

Installation

  • This is a mod for the Sacred 2 – Fallen Angel + Expansion Ice & Blood.
  • First you have to install the Community Patch: https://www.kirmiziperfect.com/sacred-2-community-patch/
  • Install Community Items Mod. It is strongly suggested that you install it. Because the Community Items Mod patches the Community Items Mod inside the Community Patch to the latest version and fixes some bugs.
  • Also you will need Jone Soft Generic Mod Enabler(GME). Download it from here: http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml
  • GME should be installed in the base installation folder for Sacred 2.
  • Run GME once and it will make a folder called “MODS” there. (or just create a folder in your Sacred 2 install called “MODS”)
  • Copy the Llama mod into this folder so it looks something like this:
    “Sacred 2 Gold\MODS\Llama mod v0.2 for CM 150”
  • Now run the GME and use it to install the mod
  • GME will then create an uninstall folder containing the files that the mod has replaced.

Credits

Llama8
Flix – Community Patch 1.50 compatibility.

Official Site & Links

If you like this mod please help the developer by reporting bugs, making suggestions, criticism or by telling anything you have in mind:

http://darkmatters.org/forums/index.php?/files/file/251-llamas-cm-patch-mod/

Downloads

Download “Llama's Community Patch Mod” Llamas_Community_Patch_Mod_0.2a.7z – Downloaded 4 times – 2 MB

 

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