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Sumert

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Sumert6

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About this mod

This mod completely changes the gameplay in the game: character skills, spells, monsters, items. Added new functions for monsters.

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Description: 

Good day to all. I am from Russia, so mistakes in the description are quite possible, sorry in advance. The mod was originally made in English, I tried to describe everything grammatically correctly.

I have been playing Dungeon Sige 2 for a very long time and played this game with all the characters. Well, in the end I was ripe to create a mod. I had the following tasks:
  • Make gold a significant resource, as it was losing its effectiveness by the second act. There is nowhere to spend it.
  • Balance the growth of skill parameters.
  • Make spells more varied.
  • Monsters were sometimes just dummies with different models and a set of characteristics. This needs to be changed.

Features:
How I solved these tasks:
  • To solve the problem with gold, I borrowed an idea from the Diablo 2 mods. All gold now goes into crafting items. The most powerful items can be crafted and it takes a decent amount of gold. Of course, reagents are needed, including a large number of unique reagents.
  • The races are now very different from each other. Also, the characteristics grow much faster, and an innovation was introduced: +1 armor every 20 agility. Each level of resistance to elements drops by 1.5%. This is due to the fact that skills give more resistance and with reagents in general it is easier to achieve resistance.
  • All classes have been heavily reworked. First, skills only grow up to level 20, but there are no more skill bonuses. Secondly, each skill, when pumping to level 20, begins to give an additional effect. In general, all skills have a different effect in one way or another. 

In kration about each class:
  • Fighter: Has three directions: shield, two-handed weapon, and dual weapon. A fighter with a shield as a whole did not get used to any special changes, but now he can block magic hits at maximum pumping. A fighter with a two-handed weapon now deals massive blows. A fighter with two weapons deals well with opponents one on one. In this case, the fighter has 10 of his spells-buffs.
  • Battlemage: A new auto-buff mechanic has been added. There are special spells that are activated when casting spells. For example, armor increases, mana is restored, resistances decrease, etc. They increase the mana cost of regular spells. For these buffs to work, they must be placed in the spellbook in autospells. Also, the armor of a battle mage has additional characteristics depending on the Devastation skill. Level 1-4 spells are now very different from each other.
  • Ranger: a lot of physical damage, quite a bit of defense. His skills have remained largely unchanged, but have been strengthened and updated. Like a fighter, he has 10 buff spells.
  • Natural Mage: Has the most intricate system of abilities that affect each other. Changed the summoning of monsters: now they are summoned to a specific place and do not follow the caster. The maximum number of monsters summoning is 6 (together with skills and items). Summoning monsters have negative regeneration, but powerful stats. The direction of treatment, buffs and ice magic have undergone changes, but there are no cardinal differences.
  • Other classes were not affected
  • About the opponents. First, all enemies have a random health of 75 to 125%. Secondly, you may randomly encounter a group of unique monsters with different abilities. Thirdly, all monsters have health regeneration. Fourthly, the monsters received special abilities, and more and more opponents possess magic.

  • Installation: Just drop it in your resources folder.

  • Compatibility: Not compatible with any mods that change items, skills, spells or monsters. Compatible with mods for retextures, changing the size of the inventory or the cursor.

Changelog:
  • 1.0 Alpha version. Made all classes, spells, items, except for rings and spellbooks. Monsters of the first act, reagents (but some need to be changed).

1.2 version
  • The second act is completely done.
  • In the first act, the boss Trilisk has changed.
  • A large number of bugs have been fixed.
  • Changes in the balance of monsters and skills. The Ranger class has been strengthened.
  • Unique units are now highlighted with a blue aura.
  • Some changes in the drop.
  • New behavior functions for Mordens have been introduced as a test. They can now retreat if a certain amount of damage is dealt to them. If you like it, I will introduce these changes to different monsters.
  • As an experiment, a unique reward in the form of a unique weapon has been added to the Feldvir quest.
  • Reagents and their effects have been slightly reworked.
  • Rare items have had their modifiers strengthened so that they can now be very powerful. If you're lucky. Work on them will continue.
  • The concept of amulets has changed: Now it is a powerful item containing magic.
I attach great importance to boss fights. I hope you will enjoy. In the video section you can see the boss Talon.