SpellForce: Platinum Edition

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Dr-Balanced

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ArchangelofGaming

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About this mod

A full game overhaul aimed at making the game more balanced, challenging and fun, while keeping the pace and feel of the original game. I prefer buffs over nerfs so expect many more viable and varied playstyles, builds, & armies.

Permissions and credits
Compatibility:
THIS MOD IS FOR 1.54 Only: This guide by Wormic will show you how to downgrade back to 1.54:
 How To Fix SpellForce Platinum Edition On Steam (Revert 1.61 to 1.54) - YouTube
Should be compatible with most HD texture packs: just reinstall my texture folder afterwards your chosen texture mod.

Installation:
-Extract the Zip File.

-Drag and drop all the contents of the zip into your main Spellforce Folder
(e.g C:>Program Files (x86)>JoWood>Spellforce) You'll know it's the right folder if you see the Spellforce.exe in there.

-Click to accept and replace the original game files.
You may want to back up your original files just in case.

General Design Decisions:
Rune Armies:
Spoiler:  
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Speed: There are now 5 speed categories for units (enemies get their own speed categories):
-Slow: 85% Run Speed
-Average: 100% Run Speed
-Fast Units: 125% Run Speed
-Cavalry: 150% Run Speed
-Flying Units: 175% Run Speed

Armour: There are now 5 Armour categories for units (applies to enemies as well):
-Mage Robes: 0-20 Armour
-Light Armour: 20-40 Armour
-Medium Armour: 40-75 Armour
-Heavy Armour: 75-125 Armour
-Full Plate Armour: 125-200 Armour

Racial Traits: Racial Traits have been expanded. I have increased the stat distribution between races, as well as given them more defining features.

Humans: Their Army is the most versatile & their mages do not use offensive magic. I’ve turned them into the best anti-undead faction.

Wood Elves:
All wood elves have +25% Move Speed (allowing allowing them to kite effectively with their ranged troops.) They are split into: Forestguard units (High Black Magic Resist) & Winterguard units (High Ice Magic Resist).

Orcs: Orcs (player & enemy) use poison weapons, they love to fight dirty after all. This means many of them will keep dealing damage even when they are walking away due to low health.

Trolls: Trolls are armour piercing (inflict 50-75% Decay), move at 85% Speed and are summoned slowly. Stats are over double compared to vanilla making them true monsters on the battlefield now. Their Intelligence, Wisdom and Agility are poor however. You often won’t require a full army of trolls (5 trolls are worth 10-15 equivalent units of other races) allowing you to engage in more skirmish like tactics.

Dwarves: To be Developed.
Dark Elves: To be Developed.

Note: If a description says inflict,  it means a weapon effect causes it, not that the unit casts that spell.

Spells:
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Spells will generally be more powerful (I prefer buffs over nerfs as I think it is more fun for everyone that way). The vanilla game makes almost no use of spell stats like Casting Time, Cooldown, Range and Tickrates. My mod seeks to create powerful spells that are well balanced by making more expansive use of these stats. Any player that has played a modern class-based game will immediately understand and hopefully enjoy these changes. The following terms will be used throughout upcoming updates, so if unsure check here to see what they mean:


The following are categories for Spell Speed:
Quickfire Spells: 250-500 milliseconds.

They are lightning quick to cast and so are generally hard to interrupt. Quick Fire spells don’t benefit much from cast speed boosting items such as charms.

Normal Speed: 1-3 Seconds.
Can be tricky to cast in combat if you don’t have enough space and are being attacked. Some spells in this category can be turned into quickfire spells if you stack enough cast speed.

 Ritual Spells:  4+ Seconds.
These are often very slow, as though your character were performing a complex ritual or incantation. They cannot be cast reactively as they will almost certainly get interrupted by taking damage. You need to plan ahead properly or have protection if you are going to attempt them during a heated fight.


The following are categories for Spell Cooldowns:

Short Cooldown: Less than 1 second.
These spells can be spammed rapidly with your only concern being mana.

Medium Cooldown: 2-10 seconds.
These spells will often require a bit of kiting before casting again, or to alternate between multiple spells.

Long Cooldown: 11-30 Seconds.
These spells tend to be moderately powerful, or have the potential for unfair combos. Consider keeping multiple levels of that spell in your hotbar to reduce their downtime.

Epic Cooldown: 60+ seconds.
These spells and abilities are undeniably powerful and would break the game if not balanced somehow. Consider keeping multiple levels of that spell in your hotbar to reduce downtime, although many spells in this class will also be one of a kind.


The following are Categories for Spell Range:
Melee Range: Range of 1.
These spells require the caster be right next to their target.

Close Range: Range of 5-12.
These spells typically require protection as enemies will already be reaching or hitting you by the time you start casting.

Medium Range: Range of 13-16.
These spells strike from normal enemy aggro range, so enemies will notice you as you start casting.

Long Range: Range of 17-25.
These Spells are perfect for sniping targets from a great distance, whether it be to disable/damage them, or heal/buffing allies who have overextended and are about to die.
Player Armour & Weapons:
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NOTE: You may need to open some images in a new tab to see them better/zoom in.

Armour Types:


Weapon Types:
NOTE: The stat boost/penalties shown here aren’t actual percentages, they are just there to give you n idea of how the stat distribution compares other weapon types.


NOTE: All Spears have a range of 2
Rune Heroes & Subclasses:
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Heroes now come with specific subclasses (specializations) that lead them to play very differently, serve different roles and generally spice the game up with more variety.

NOTE: Although heroes have received their new subclass names, most heroes remain functionally unchanged. Only the starting group of heroes (Lv4 Batch) has been implemented so far.

Warriors:


Shieldbearers:
As their name suggest they like to use shields. They are your tanks, throw them into a group of dangerous enemies to take the aggro and set your team up for damage (especially if you are playing a pure mage class). They pair well with mentalists giving them a manashield and sacrificing mana to them makes them even tankier. This subclass invests more points into stamina & agility and less into offensive stats. They’ll always be the heroes wearing the highest tiers of armour in your party and even focus on using defensive abilities like benefactions, durability, shift life & patronize (I highly recommend you play with Smart Mages by AngelTrump. It fixes a lot of core issues with the base game. I believe some people on the discord can pass along those mods).

Warriors: Warriors focus on giving you options. They are versatile and have skill points in every heavy combat art. They’ll never be able to wear the armour Shieldbearer’s can, but they put out good damage and use a good mix of offensive and defensive abilities. Offensive heavy armour is recommended to maximise a warrior's effectiveness. 

Barbarians: Barbarians are a hybrid combat class using Heavy Weapons and Light Armour. They put out huge bursts of damage with their massive investment in strength. Using aura of strength on these guys sky rockets them to crazy numbers and they use exclusively offensive abilities like war cry, berserk and riposte. Equip them with max strength gear and send them off to DPS a boss.


Fighters:
Fighters: Like Warriors, Fighters are well balanced and well versed in all light combat skills. They have some bonus investment into stamina and strength to keep them relevant throughout the game. They use a good mix of offensive and defensive abilities and carry a unique reflect ability that reflects 50% of damage for 15 seconds.

Lancers:
Specialise in using spears (which all have a range of 2). Spears are very powerful, giving large bonuses and often being armour piercing and inflicting inability, they are excellent DPS weapons. Being a fighter class means they can always fall back on blessing if things go badly, and generally sustain much more damage than ranged DPS characters. This is a class solely designed around one weapon type so save up some money and buy a good spear (as they are quite rare to find).

Assassin:
Assassins are a hybrid of Light Piercing Weapons & Black Magic. Often carrying poison or highly damaging black magic spells. You can setup very quick kills on very tough enemies by comboing whatever black magic spell they have with berserk and a unique version of riposte all assassins have access to, called Assassin’s Counter. They are quite squishy however and have no healing abilities to fall back on if they don’t get their kills quickly.


Rangers:
Archer: Specialize in bows. They can use shortbows (good for clearing large numbers of common enemies) or longbows for sniping high value targets. They also invest some points into Light Armour and Piercing Weapons so they can wield parrying daggers (defensive daggers that grant some armour).

Crossbowmen: Specialize in crossbows. All crossbows are armour piercing (50%-75% decay depending on the crossbow), and so are very good for shredding highly armoured enemies. They usually confer a movement speed penalty but they hit extremely hard making Trueshot devastating on these heroes. Like the archer, they also invest some points into light armour.


Healers:
Priests: Specializing primarily in Healing, all healers carry Cure Poison (since poison is more common and more powerful in SF Reborn). They usually have some points in heavy blunt weapons so that you give them a two-handed staff (as all 2 handed magic staffs (only available with a combination of magic and heavy blunt weapons) have a range of 2), or a weak bow to keep them safe and ensure your team always has healing.

Druids: Specializing in Nature Magic, all Druids have at least one summoning spell from the nature school. Some druids carry charm or dominate animal spells which have the potential to enslave some spider queens or dragons (enemy animals are more common is SF Reborn and have received substantial buffs to make them more interesting to fight). They also typically carry a healing spell as well. Don’t underestimate the power of summons and some of the nasty snowballs you can get from Druids.

Clerics: Clerics are a hybrid class of Light Armour and White Magic, specifically healing and boons. When it comes to spells they typically use one healing spell and a combination of hallow and/or multiple buffing auras. As mentioned earlier buffing the strength of a Barbarian/Lancer can be a powerful DPS combo.

Paladins: Paladins are a hybrid of Heavy Armour, Shields & Healing. All paladins carry Hallow to aid them in their holy mission of eradicating the undead. These heroes are as you can imagine, extremely powerful and as such there is currently only one available. If you want to have a more challenging run, I would recommend not using him.


Warlocks:
Warlocks: Warlocks are versatile and will come with a powerful combination of spells from each school of black magic. Some will focus on debuffing the enemy forces, while others will focus on DPS combos. One even comes with a combo of Aura of SuffocationArea Pain and Extinct for a nasty mass insta-kill, although cooldowns and mana costs will prevent you from spamming it.

Necromancers: All necromancers come with the Raise Dead spell and at least one other summon. These heroes are excellent for swarming your enemy with a mass of units, although not individually strong they can bog down the enemy and act as meat shields. Perfect for people who like to use range/magic heavy armies and no melee heroes in their hero party.

Deathknight: A hybrid of Heavy Armour, Shields and Black Magic. Will typically have Aura of Lifetap and at least one high tier summon spell. These heroes are as you can imagine, extremely powerful so if you want to avoid hero maps being too easy maybe give these a skip.


Mages:
Elementalists: Elementalists will typically use a combination of all 3 schools of elemental magic. They use a well-rounded set of offensive, defensive and support spells.

Fire Mages: Fire Mages are all about damage, especially to multiple targets. Many will carry Fire Elemental spells to keep the fire raining on enemies from multiple angles.

Ice Mages: Ice Mages specialize in crowd control. Higher level Ice mages are capable of freezing multiple targets at once, which in turn reduces the damage you and your troops will take. If you prefer control over damage then take these heroes with you.

Earth Mages: Earth mages specialize in damaging and controlling single targets from long range. Their bread-and-butter combo is Decay and Rock Bullet so that you can shred any elite/high value enemy. Some even use the dreaded Petrify spell.

Stone Lords: Stone Lords are a hybrid of Heavy Armour, Shields and Earth Magic. They have huge stamina, armour and a conservation spell on top of that making them a nightmare to kill.


Mentalists:
Mentalists: All mentalists carry a Sacrifice Mana spell so that no matter what character you are playing you always have a mana battery available to fuel you or your heroes’ builds. Many also use Manashield to support frontline fighters/warriors, or give emergency protection to units that are in trouble. Mentalists are a true example of what mind magic is supposed to be, never using damaging spells and instead preferring to manipulate the minds of their enemies or provide support for their own allies.

Mindbreakers: Mindbreakers are anti-mages, they specialize in negating magic and disabling enemy spellcasters. They use a combination of Aura of ManatapManadrain and/or Confuse to quickly decimate the enemies’ mana reserves. Many also use powerful Shock spells to burn down dangerous spellcasters.

Illusionists: Illusionists use exclusively Enchantment Magic. They can all cast Self Illusion and will carry either a Charm or Dominate spell. Some can use Invisibility which acts as a useful disengaging tool.


NOTE:
 
There are other more unique subclasses, but these tend to be one of a kind (such as the Iron Falcon), and some end game runes have
cooler names without any actual change in the subclass (such as the final fire mage being called a Flame Caller, instead of a Fire Mage).

Update 0.2: Liannon is a Warzone



With this latest patch, the map Liannon has been fully reworked alongside a variety of other changes to weapons, armour, spells & even rune heroes. The first difference you will notice is that Liannon is actually a warzone, as stated by the guard back in Greyfell. The town is being besieged by Snarf’s forest goblins to the west & the Fishrobber’s goblin gang in the north. Wartskin’s raiders attack from the south while a dangerous infestation of Forest Spiders & Mountain Goblins approach from the east.

Map Changes:



-The whole town’s layout has been reworked. It is now surrounded by proper walls (with green rooves to fit the Leonidar theme), and has been expanded to the north.

-A new area has been added to the south of the town called Castle Leonidar, where the Lord and Lady of house Leonidar live. A Court Mage is also there and serves as the merchant for advanced Mind Magic Spells.

-There are now 3 friendly camps in the main town that will spawn friendly Leonidar guards along with some elite troops including Leonidar’s famous Mind Mages. Each of these friendly camps is controlled by a destructible building that the enemy forces will attempt to destroy.

-If you allow all 3 buildings to fall the town will stop spawning troops and will almost certainly collapse under the pressure of the goblin assault.

-Certain non-essential and side quest NPCs can die (I’m open to releasing a less brutal version of the mod. NOTE: you will not need to complete all side quests in the game to achieve max level in my mod, there is plenty of experience to go around). It is up to you, the rune warrior to get stuck into the fight and save as many citizens as possible.

-Ortah and Leleth’s hunting cabin have been moved across the river from Tyrgar Brannon to accommodate one the new goblin camps to the east of Liannon.
At least this way Tyrgar has some company, poor guy always looked so lonely.





Enemy Forces:

-There are 3 Forest Goblin (Greenskins) camps to the west (including Snarf’s), although one of them can often be found fighting Human Bandit patrols that come out of the bandit camp to the south-east.

-The North has 2 Forest Goblin camps under the control of the Fishrobber, although they are powered by a single building which could make it an easy target to take out quickly.

-The Forest Spider and Forest Goblin camps to the South are nomadic and so don’t pose much of a threat to the town, but sometimes they can trigger some nasty spider swarms.

-Finally, the most dangerous 3 camps lie in the east. A forest spider nest will send out constant swarms and the Mountain Goblins (Brownskins) are tougher than their Greenskin cousins.

Bosses:
All the named goblins have been bumped up to Lv5/Lv6, been buffed in numerous ways and now yield more XP to emphasize their role as goblin chiefs.





-Wartskin is now more like his namesake, he carries a goblin charm and casts curses and hexes like the witchy goblin he is. Aura of Weakness & Suffocation.

-Snarf is an expert with daggers (at least as much of an expert as a goblin could be). He uses a poisoned orc dagger and his signature life-tap dagger.

-Gnaff now uses Rock Bullet and Conservation. Mage characters should be careful as rock bullet has been buffed in Spellforce Reborn, and robes provide almost no armour.

-The Fishrobber summons nasty crawlers from the river he loves to fish in so much. His stats have also been buffed considerably so watch out for his net.

-The Bandit Chief’s halberd has been increased in range by 1 so he can strike out from behind the safety of his goons. Like the avatar’s human armsmen, his halberd is coated in a poison that inflicts Inability & Slow Fighting.

-The Terror from the Deep is a true monster now. At Lv10, with buffed stats and a stronger weapon he hits like a truck. You’ll need strategy & a good hero composition to avoid losing to his Berserk, Blessing and Durability talents. Good luck fighting this once proud knight.

NOTE: The other ghosts will be reworked in a later update.

Spells:

The 2nd batch of spells have now been fully reworked. These are the spells you will have access to at Lv2+. The following list of spells have all had spell scrolls created for them (where appropriate) and have been distributed to the appropriate merchant’s inventories:

White Magic:




Black Magic:


Elemental Magic:


Mind Magic:


Weapons & Equipment:

Robes:
Each school of magic has a set of base Robes assigned to them (with hybrid robes and other misc. robes coming in later updates). They are separated into level tiers so the player will have some idea of when they are approaching their next major upgrade, with charms shields and staffs acting to round out the players build. At the moment the tiers are Lv1 (starting equipment), Lv3, Lv6, Lv9 & Lv12.

Robes are the lightest class of “Armour” and so all robes grant +15% movement speed which will help you with kiting to better cast spells and keep yourself safe. Lv12 Robes provide a maximum of 40 armour, thus truly emphasizing the difference between combat and magic classes. They provide stat bonuses based on the school of magic they are designed for, and the stat bonuses are significantly greater than anything you’ve seen in the vanilla game. Again, this is to place an emphasis on build crafting, and feeling like each class truly plays differently.

White Magic:
Since most healing comes from your charisma scaling, white magic robes split most of their stats between intelligence (for summons) and charisma, with a smaller amount being dedicated to wisdom.




Black Magic:

Black Magic tends to be cheap so stats are mostly spread into intelligence (for summons) and the rest in wisdom. (Will implement robes with high charisma for necromancers to use dominate undead in a later update.)




Elemental Magic:

Fire Robes have slightly higher intelligence since fire spells are typically cheaper and lower cooldown (especially fire elementals.)

Ice Robes have slightly higher wisdom since ice spells tend to be quite expensive and have longer cooldowns.

Earth Robes provide double the armour of equivalent robes of other magic schools and spread their stats evenly between intelligence & wisdom.






Mind Magic:

Mind Magic isn’t as heavily reliant on charisma as white magic, as such stats are spread evenly across intelligence, wisdom & charisma. Mind magic robes exemplify the slippery illusory nature of mind magic, making the wearer much harder to hit by granting them increased agility.



Heavy Armours:
Heavy Armours generally come in 2 variants (with hybrid armours coming in later updates): Defensive and Offensive heavy armours. Defensive Heavy Armour has the highest armour ratings and boosts your stamina significantly but sacrifices all offensive stats (strength, dexterity, fight speed & agility). Offensive Heavy Armour sacrifices a significant amount of the armour and stamina of the defensive variant in exchange for large boosts in strength, and not crippling your dexterity and fight speed. All heavy armours reduce run and cast speed, to create a truly different feel between pure magic and pure combat builds. If you want to be the ultimate tank, take a defensive set and if you would rather hit hard with huge bursts of damage, take an offensive set.




Enemy Races:

Goblins:

Racial Traits:

-Goblin Frenzy: Being twitchy by nature, all goblins move at +25% speed and attack at +15% speed.
-Rapid Breeders: Goblins are weak individually, but let them surround you and you’ll be covered with holes in mere seconds, all goblin camps have a spawn rate of 30-45 seconds and larger max populations.

Mountain Goblins (Brownskins):

Being weak and dumb mountain goblins have generally weak stats especially charisma, intelligence & wisdom. Being bred in the mountains and having learned basic rock magic from the rock beetles that live there, they have surprisingly thick skin (granting them +25 Armour & +10 Stamina) making them the toughest variant of goblins.

-Goblin Wildling: Summons small swarms of beetles to fight by their side.

-Goblin Sandcaster: Gains a goblin charm, slightly increasing their mana reserves. Casts rock bullet.

-Goblin Bruisers:
Bruisers now carry an armour piercing mace that can shred 50% of a victim’s armour.

-Goblin Rockthrowers:
They gain a goblin charm and cast a higher-level rock bullet spell.

-Goblin Rockhide: Bruiser variant that casts conservation.

-Mountain Goblin Chief: Larger, tougher brownskin that carries 2 armour piercing maces (can shred 50% of a victim’s armour) & can inflict weakness. They cast Durability.

Forest Goblin (Greenskins):

Like their mountain cousins forest goblins have pretty low stats, but also lower armour. They are however much twitchier (granting them +15 dexterity & +15 agility) making them slippery and harder to hit. They typically carry cursed weapons, like to cast hexes, and are known to breed forest spiders for battle.

-Goblin Backstabber: Carries a lifetap dagger and attacks very fast.

-Goblin Hexer: Carries a goblin charm and casts aura of slow fighting.

-Goblin Plague Bearer: Carries a goblin charm and casts aura of weakness.

-Goblin Slasher: Are higher level, and use 2 fast daggers.

-Goblin Trapper: Summons a small swarm of young forest spiders to fight by his side.

-Goblin Cutthroat: Uses a poisoned dagger & a lifetap dagger.

-Goblin Strangler: Carries a goblin charm & casts aura of suffocation.

-Goblin Assassin: Uses a poisoned dagger, a lifetap dagger & have increased agility.

-Goblin Spider Whisperer: Summons a small swarm of forest spiders

-Forest Goblin Shaman: Summons forest spider queens.


Rune Heroes:

The Lv4 batch of Rune Heroes have now been finalized. These are the Heroes you will be able to use in Liannon. You should be Lv5 by the time you reach Liannon, so you should be able to summon 2 heroes there. Most of these heroes will drop from bosses, but some may be hidden as loot in the world.







Older Updates:

Update 0.1: The Swarm:
Spoiler:  
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Human Army Rework: 
Racial Traits: Humans gain increased charisma throughout and intelligence as well a base 40% Black Magic Resist & 60% Mind Magic Resist. They use mind magic to disrupt the enemy rather than deal direct damage. Finally I've emphasised their anti undead aspects making them the best anti undead faction by far. Overall a very well rounded roster.

























The Swarm Update:

Spiders:
              

Racial Traits: All Spiders have been overhauled.They all move at around a speed of 140% and all inflict standard poison There are 4 Species and 4 Categories.

Species:
Forest Spiders - Inflict Suffocation (Debuff to Stamina) & Weakness (Debuff to Strength)
Rock Spiders - Inflict 50% Decay (Armour Piercing), Inflexibility (Debuff to Agility) & Inability (Debuff to Dexterity)
Swamp Spiders - Inflict Inflexibility (Debuff to Agility) & Slowness.
Silk Spiders (not implemented yet) - Inflict Slowness & Slow Fighting.



Orcs:
Racial Traits: All orcs now use poisoned weapons (including Rune orcs) they like to fight dirty after all. They also gain superior strength and stamina at the cost of being clumsy and dumb with low dexterity, agility and intelligence.

Cave Orcs: