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New Sacred 2 CM Patch V0150 on http://darkmatters.org:

http://darkmatters.org/forums/index.php?/topic/20458-the-new-sacred-2-cm-patch-now-available-for-ice-blood/page-60#entry6974254
Unfortunately, it seems like there are bugs with installing the patch. In my opinion, wait out the time while the issues are corrected for this mod.
From what I read, it is problematic if you have mods installed before patch, on clean game, patch work, but yes, safe road will be to wait a little longer...
My install has no mods except those incorporated into the CM patch, and installed the latest patch last night. I didn't notice any issues while playing afterward.
From what I understand there was a problem with the installer for 1.50 where it wasn't recognizing 1.40hf properly. This means that 1.40hf needs to be uninstalled first. However, the uninstaller for 1.40hf isn't working properly for everyone either. D'oh!

The best thing may be a clean install of Sacred 2 Gold + the new patch. I installed CM 1.50 over a fresh GOG install and it all went flawlessly.

Over the next few weeks I'm going to update some older mods to work with the latest CM Patch. I'll update the sticky list as well.
Patchlog
[[General]]
LUA code reviewed
- Position formats standardized
- Redundant code removed
- Language conventions used
Textbase of all 10 languages standardized
- Not used Text removed
- Overall translation by google
- Some typos
[[Enemies and Bosses]]
Haenir now appears as a human
[[Items and Drops]]
ItemMod V1.2 by flix+pesmontis integrated
[[Quests]]
Hunting Fever reviewed
Release stages simplified
[[New Quests]]
Ancaria Airlines
Shattered Souls
The Wrong Path
.
Problem with patching is the hotfix for V0140. That one is not properly detected by V0150. So better uninstall the older patch before installing the new one.
.
item mod 1.2 unlocks several unfinished items that were in the game files but were deactivated. There are also new sets and uniques made to fill some of the gaps in gameplay (for example, dual wielding sets are now added).
Old CM feature, I think:
with the CM Patch you should no longer be able to outlevel enemies. In the vanilla game enemies have level caps by region. With the CM Patch those caps are removed.
Post edited October 16, 2014 by ERISS
Is there a way to re-enable the level caps but keep all the the rest of the community patch?

I don't see the point of higher difficulties if you can grind to 200 on bronze.
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MischiefMaker: Is there a way to re-enable the level caps but keep all the the rest of the community patch?

I don't see the point of higher difficulties if you can grind to 200 on bronze.
The difficulty level caps are still present. 60 for Bronze, 100 for Silver, 140 for Gold, 180 for Platinum and 200 for Niobium. It's just the regional level caps that are removed.
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ERISS: with the CM Patch you should no longer be able to outlevel enemies. In the vanilla game enemies have level caps by region. With the CM Patch those caps are removed.
Are you sure the removal of the level cap actually works? I have a level 4 Dryad, am still in the starting region, and monsters still cap at level 2. Do I have to activate this feature somewhere?

Edit: I solved the problem. Editing the line "Spawn_OffsetHigh" in the balance.txt file removed the level caps. Simply change it to the following:
Spawn_OffsetHigh = {200,200,200,200,200},
Post edited February 10, 2015 by Falkenherz
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Falkenherz: Are you sure the removal of the level cap actually works? I have a level 4 Dryad, am still in the starting region, and monsters still cap at level 2. Do I have to activate this feature somewhere?
I think it's the absolute cap which is removed.
In very starting region, as it's for newbs, the cap is no longer level 1, but it's still capped at half your level.
Or maybe you're right?
Post edited February 10, 2015 by ERISS
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ERISS: with the CM Patch you should no longer be able to outlevel enemies. In the vanilla game enemies have level caps by region. With the CM Patch those caps are removed.
avatar
Falkenherz: Are you sure the removal of the level cap actually works? I have a level 4 Dryad, am still in the starting region, and monsters still cap at level 2. Do I have to activate this feature somewhere?

Edit: I solved the problem. Editing the line "Spawn_OffsetHigh" in the balance.txt file removed the level caps. Simply change it to the following:
Spawn_OffsetHigh = {200,200,200,200,200},
I'm using the community patch ver. 0150. Have not tried to manually alter "Spawn_OffsetHigh". I am in near the portal in Western Tyr Lysia, in bronze difficulty, and monters are still capped at half my level (rounded down). My character is level 9, they are level 4. This is annoying.
...
Just re-started the campaign in silver difficulty. The first enemies seem to be at my level. It's better.
Post edited March 13, 2015 by Ciprian_L
What's the version build in gog version of Sacred 2 ?
is it 2.65.1 or 2.65.2. what are the differences in those
I bought Sacred 2 Gold recently, sadly download link is broken thanks to forced xmas theme.
I found patches here + chance to get test version of incoming patches,
https://drive.google.com/folderview?id=0B6mWJPtqErDcSkg0eGdubGdVaHM&usp=sharing#list