
Implemented Fistweapons, Throwing Potions and Recurve Bows. The design fits wonderfully to the Endijians Set. A grey shield (Seraphim) has been made into a rare one. Strange Amulets and Rings that were for SW only, can now be used by everyone again. Non-readable Books and Scrolls can no longer drop. The Unlock-Code Items now drop regularly. Fixed an exploit with Dryad and Dragonmage. (It caused Weapons to only distribute poison damage.) Dryad: A faulty modifier of "Envenom"-Mod in "Ravaged Impact" has been corrected. In return "Goldenglade Touch" has been slightly weakened. Dryad: The base damage of "Tangled Vine" has been increased slightly. High Elf: The duration of "Raging Nimbus" now increases with CC level. Inquisitor: Levin Array: Reduced the range by a very small amount to prevent casting on enemies beyond reach. Templeguardian: Archimedesbeam now does Firedamage again and is no longer restricted in its range. Seraphim: Instilled Belief "Elocution" Mod: Chance to convert now correctly doubles the base chance value and does not set it to 100%. (Please do test thoroughly if it occurs still.) Did some modifications to the spell most likely causing the "strange mass healing effect" sometimes experienced in blood forest and beyond. The decorative destructable Crystals (except the smallest) in the Crystalregion got a kind of self-defence, now that they grant EXP. Reduced the teleport range of the undead general, to prevent him from kicking himself off the worldmap. (This schould prevent One-Hits with the lord of poison, as well as some issues with low-lvl PCs at the start of the game.) Damage of Poison Trap spell has been altered to DOT. Implemented a new Boss: Failitia the Spiderqueen. Crystal-Traps in Crystalregion now give correct EXP. The problem of "immobilized" PCs when fighting Octalogamus, Gar'Colossus, Khral, The white Griffon, Carnach and some other enemies has been fixed. Endboss (Harbinger of Death) in Quest "Lost Crypt" has been weakened. Removed some lost enemies in remote inaccessible regions. Elite-Coboldarchers give now correct EXP. Scarabs now have correct Attack and Defense values. A "non-crystal Crystalbear" in the Quest "Challenge" has been adapted to its environments. Demons: Fixed the One-Hit-Death problem in the Desert. Gar'Colossus: Has recieved a makeover. Reactivated death animations of all bosses. Work on original martial arts animations in progress. Fistweapons: Got fitted animations through new subfamilies. Wrong Seraphim and Dragonmage animations when equipped with 2H-Swords were corrected. Implemented various improvements to get a clearer debug.log. The frame showing skill-mastery has been made more visible. The console logo now shows the CM-Patch version. Fixed a possible reason for one-hit-deaths between 2nd and 4th soulstone in crystal plains. Removed several unused creatures and quests. The SW Special-Mounts have been color coded again to their respective aspects. The Mage from Northland Expedition is set to a new position. Transparent console with new textcolor and backround. Arkenmarks Refuge: The Dungeon can now be played. >DOWNLOAD NOW!> Patchnotes CM-Patch v0160 (Release 2017) > Patchnotes CM-Patch v0150 (10 Year Sacred Anniversary Release 2014) > Patchnotes CM-Patch v0140 (Summer Release 2012) > Patchnotes CM-Patch v0130 (Summer Release 2011) > Patchnotes CM-Patch v0120 (Easter Release 2011) > Patchnotes CM-Patch v0110 (Spring Release 2011)>Patchnotes CM-Patch v0100 (XMAS Again)>Patchnotes CM-Patch v0094>Patchnotes CM-Patch v0090<<<<<<<<<<<<<<<<< #Sacred gold cheats not working Patch#
The Community Patch for the Sacred 2 Fallen Angel Ice & Blood pc game works with versions 2.65.1 and up:
Lots of brand new Items, Sets and Bosses. Tons of fixes for smooth gameplay and increased stability. Several entirely new Quests never seen before.