The mod aims to make the game more difficult by adding bosses to spawn locations for regular monsters. The mod is designed to connect to the global mod "Enhanced Edition 3.2a" as an additional option.
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File credits
Contasia - mod creator Flix - the creator of the EE mod from the elements of which this mod was assembled
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Changelogs
Version 0.7.5
Replaced the stopping skills of some monsters with attacking ones to avoid the situation with excessive imposition of the stopping status, leading to the character being stopped dead
Removed pulling abilities from some bosses that also often lead to a bug with the character stopping dead
The Lord of Magic has been partially removed or replaced with a slower boss in the Elven area so that the player has at least some chance to complete some quests in the early stages of the game.
Removed bosses at the exit of the cave in the final part of the Crystal location to give the player the opportunity not to die in the first second after loading the location
All Griffon bosses will now be accompanied by Elite or Regular Griffons
Also, elite fire elementals have been added to the Karnakh boss spawn points to accompany him.
Optimized monster groups in many spawn points across the map, there will be slightly more monsters
Adjusted experience for killing monsters because the number of monsters has increased slightly
Adjusted the amount of runes dropped by elite monsters and bosses
Adjusted the amount of items dropped by all monsters
Version 0.6.7
All boss spawn points have been rethought
More than one boss should no longer spawn at a time on early game difficulties
Situations when the hero is attacked by 10-15 bosses at the same time were never the goal of this mod, besides, it breaks the game for half of the character builds and simply slows down the journey, now, the number of bosses has become smaller, but the places where they respawn have become more, also, to maintain the high difficulty of the game, dangerous elite monsters were added to most places of the respawner both to simple monsters and to bosses
T-mutants will be less common, but in places with t-lakes the number of mutants will tend to the maximum, and the respawn area around t-lakes has also been expanded
Mod now requires EE mod version 3.2a
The number of monsters has been increased approximately x2 compared to the Superspawn minimod
Some elite monsters have had their skills restored, for example, elite dragons have had Rain of Flames restored and are happy to use it
Adjusted the experience gained from killing monsters, now there is less experience as there are more monsters
Slightly increased the chance of legendary quality items dropping
The Electro Elemental boss has been returned to the village area in the starting area, stock up on fire extinguishers
Fixed questionable values in goblin and orc spawn points in spawn.txt file, which are not clear what they affect, values are brought into line with other values for all spawn points in the game ( "",0,88,0,0}, ==> "",0,0,0,0}, )
Bosses are now more consistent with locations, but not without exceptions
Restored all monsters that were accidentally replaced with bosses in earlier versions of this mod, now all these monsters respawn again
There are surprises in some key places, be careful
Who doesn't love dragons? There should be more dragons in a fantasy world...
Elite and common monsters now have groups of 8 creatures, which has increased the spread in monster spawn locations, this will provide variety in each session and additionally increases the number of monsters to the maximum
due to the increased groups, various monsters have been added to the wisps on the dryad island to dilute their maximum stack to avoid a one-shot from a single volley, the same has been done with the jumping plants so that they don't jump to death
Bosses will now more often be encountered accompanied by a retinue of elite monsters of a certain suitable type
The mod now has three files - balance.txt, spawn.txt and creatures.txt, all these files serve their own specific purposes, all third-party mods that are not part of the Enhanced Edition and carry any of these files will cause a conflict
Hardcore Mode was originally created from the files of the Challenge and Superspawn minimods, preserving their features, so connecting these minimods with Hardcore Mode is not required
Version 0.3
Additional adjustments to the number, replacement, and spawn locations of bosses and regular monsters
Version 0.2
Removed overly powerful bosses from around Slowford
Now t-dragons should not interfere with the quest with the boss Gahanka
Removed unnecessary bosses from the arena for the battle with the Cloud of Miasma
Replaced Mech bionic flyer stationary bosses with different ones
Additional adjustment of experience from monsters and the number of items dropped from bosses so as not to clean the inventory every 2 minutes
Version 0.1
Bosses now also appear in groups of normal monsters.
T-mutants are more common.
All monsters are very strong and their number is increased
The increased aggression of the monsters
The viewing radius is reduced to vanilla
Slightly improved the range of goods at merchants to compensate for the complexity
The mod aims to make the game more difficult by adding bosses to spawn locations for regular monsters. This is my first such mod, if elite opponents attack you from the start, I can’t do anything - I don’t have maps with the coordinates of monster respawns, I tried to minimize the appearance of strong monsters in the starting location. The mod is designed to connect to the global mod "Enhanced Edition 3.2a" as an additional option. Compatibility with other versions of "EE": questionable. Compatibility with other mods: without "EE 3.2a" this mod will not work. Extract the "S2 EE 3.2a Hardcore mode" folder from the archive and place it in the "MODS" folder, it is located in the root folder of the game. To connect, use "GME", the mod must be after "S2 EE 3.2_CORE_Required", the order among other mini-mods is any. The mod contains elements of the "Challenge" and "Superspawn" mini-mods, so they should be disabled. Bosses now also appear in groups of normal monsters. T-mutants are more common. All monsters are very strong and their number is increased - corresponds to the "Challenge" and "Superspawn" mods. The increased aggression of the monsters will discourage the desire to drink coffee with a bun during the hunt. The viewing radius is reduced to vanilla, in order to see on the minimap where it has been and where it has not yet been and not to poke "TAB" until the eye twitches. Slightly improved the range of goods at merchants to compensate for the complexity (inspired by the "Survival" mod). Adjusted experience gain for killing monsters and the number of items dropped. If you don't know how to develop your character, you will be in a lot of pain. Thanks to Flix for making a great Enhanced Edition mod And you can support me by liking and commenting on YouTube https://youtu.be/vsgtRlyDa9c