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SpellForce III Reforced: Console Release Date Rescheduled to March 8, 2022, Release Date For PC Now December 6, 2021
Details about the Reforced-Edition
Compared to the original SpellForce III, the all-new Reforced Edition will feature an enhanced campaign experience including the following:
o Improved RTS mechanics and reworked RTS faction designs, introduced in the two expansions
o Reworked Skill trees
o Improved Quests
o Improved Coop Mode
o Improved loot distribution
o Improved balancing
o Complete rework of the hub
o All campaign/quest logic issues are fixed
• A new skirmish map
• Journey Mode: An additional game mode similar to the original SpellForce’s “Free Game Mode”, providing more than 20 hours of unique content and a lot of replay value. Can be played in Coop!
• Journey Skirmish: Play PvP skirmish matches against other players with your overpowered journey heroes
• Arena Mode: An additional endless game mode where you start with a fresh character, fight against waves of monsters, and buy loot and spells from merchants to compete with other players in the leaderboards. Can also be played in Coop!
• Mod Support for the new Journey and Arena modes: Create your own Journey or arena maps and share them with the community (PC exclusive feature)
So I had previously skipped the main game and played Soul Harvest - quite enjoyed it.
With this update coming soon - do you guys think it's worth it to play the original game now once before they update everything? Is there any mechanics in there that was actually better than the later expansions? Or should I just wait?
So I had previously skipped the main game and played Soul Harvest - quite enjoyed it.
With this update coming soon - do you guys think it's worth it to play the original game now once before they update everything? Is there any mechanics in there that was actually better than the later expansions? Or should I just wait?
Original had labourers carrying resources instead of them teleporting, but it doesn't add much in single player. New skill system is miles better, the original encouraged degenerate ability bar swapping to auras after every cast.
I preferred the larger amount of units in the base game. When you trained a unit you usually got a whole bunch of them (each one can be controlled individually it is not like DoW) which lead to larger looking armies. The output number was reduced in the expansions and individual units got a boost to their stats. The pathing is good and the large armies were no problem so I was a bit surprised by that move. I guess they tied to promote micro management and the importance of individual units, which is important for mutiplayer. But in the campaign I prefer to command a grand army and not just a small warband. Overall its mostly a cosmetic change and up to personal taste whether one likes it or not.
During the last year we have been hard at work to deliver you this update. We spent a lot of time gathering feedback, reworking map scripts, fixing bugs and improving the game in many aspects.
But not only that, we have also included two completely new game modes: Journey (our version of the Free Game Mode) and an Arena Mode - free for all owners of SpellForce 3, Soul Harvest and Fallen God.
This is our way to say "Thank You!" for your dedication, support and love for SpellForce 3.
We hope that you enjoy SpellForce 3: Reforced and all its new content, and are looking forward to meeting you in the World of Eo!
Cheers
The Grimlore Games Team
General Changes
Improved "Burning Blood" Campaign:
Improved RTS mechanics and reworked RTS faction (Humans, Orcs and Elves) designs, introduced in the expansions Fallen God & Soul Harvest
Updated skill trees with new spell mechanics introduced in the expansions
Improved questflow
Improved loot distribution for a smoother progression
Added and improved unique artefact puzzles
Visually and functionally enhanced user interface
Reworked crafting
RTS AI Balance overhaul
Complete rework of the hub for minimizing downtimes
Fixed all campaign and quest logic issues of the 40+ hours long campaign
Improved coop mode
Full gamepad support for controls and UI
New Game Modes:
Journey Mode: An additional game mode similar to the original SpellForce’s “Free Game Mode”, providing more than 20 hours of unique content and a lot of replay value. Can be played in Coop!
Journey Skirmish: Play PvP Skirmish matches against other players with your Journey heroes
Arena Mode: An additional endless game mode where you start with a fresh character, fight
against waves of monsters, buy items and spells from merchants to compete with other players in the leaderboards including the possibility to play this mode in Coop.
New Content:
A new Skirmish map “Bitter Canyon” set in a mountainous environment. SpellForce 3: Skirmish now offers 18 maps in total!
Improved mod support, also for the new Journey and Arena Modes. Create your own Journey or Arena maps and share them with the community!
Versus Changes
Over the last months, we gathered all your feedback and compiled an early launch patch addressing some of the most concerning issues.
As always, we will continue to monitor the game and make changes as needed, so stay tuned for more!
Ladder Reset
For reforced, we are resetting the ladder progress and are excited about the new top competitors!
Adjusted Matchmaking
Matchmaking has been adjusted to help with a better overall ranked experience and distribution of leagues!
New Map Pool
"Bitter Canyon" is available in custom games and has been added to the ranked map pool
"Hard Rock" has been added to the ranked map pool
"Old Battlegrounds" has been removed from the ranked map pool
"The Mystic Valley" has been removed from the ranked map pool
Other Improvements
Added Crossplay between the different steam games versions
Added an icon at the location of knocked-down heroes
Added allied heroes to the hero bar, just like the RPG party in campaign
Added more control group options to match current RTS standards
Fixed various crashes in second lobby when using the "End session" option
Fixed creep icon disappearing for host when opponent killed their creep offscreen
Fixed issue where creep icons would stop disappearing on a reloaded game
Improved lobby by allowing to check the leaderboard at the same time
Replaced default AI with the improved Spandau AI
Spandau AI has been renamed to the default AI names
Spectators: Added a "Rename Replay” function in the replays menu
Spectators: Now able to see resources of all participating players while spectating games
Humans: Added new and improved building icons for better readability
Trolls: Improved icons for better readability
Elves: Renamed Skirmish Hero "Druid" to "Archdruid"
Orcs: Renamed Skirmish Hero “Goblin Shaman” to “Goblin Warlock”
Balance Changes: Multiplayer & RTS
RTS Buildings
All
Increased costs of all forges from 5 Wood 5 Stone to 15 Wood 15 Stone
Reduced health of all forges from 4000 to 3000
Humans
Marketplace: Increased cost of Iron from 20 to 40
Marketplace: Increased cost of Aria from 30 to 70
Foundry: Reduced cost from 18 Wood 18 Stone to 10 Wood 10 Stone
Elves
Enchanter: Reduced cost of Wood from 25 to 20
Lenya Harvester: Reduced cost of Wood from 25 to 22
Lenya Purifier: Reduced cost of Wood from 40 to 35
Orcs
Outpost: Reduced cost from 12 Wood 10 Food to 10 Wood 10 Food
Woodcutter: Reduced cost form 10 Wood to 9 Wood
Dark Elves
Border Fortress: Increased build time from 20 to 30 seconds
Border Fortress: Increased cost from 15 Wood 10 Food to 18 Wood 12 Food
Citadel : Increased cost from 30 Wood 30 Stone 20 Food 20 Stone to 40 Wood 40 Stone 20 Food 20 Stone
Trolls
Hunting Cabin / Stonecutter / Woodcutter: Reduced cost from 13 Wood to 12 Wood
Tribe Shelter : Reduced cost of Wood from 30 to 25
RTS Units
Humans
Infantryman: Reduced upgraded damage from 80 to 75
Infantryman: Reduced upgraded health from 931 to 875
Keeper: Increased cost from 5 Food 4 Iron Bars to 6 Food 4 Iron Bars
Keeper: Reduced restiances from 25% Strike 25% Pierce 75% Siege to 25% Strike 25% Pierce 75% Siege -25% Magic
Catapult: Reduced area of effect magic damage of the upgrade from 15 to 10
Champion: Increased the cost from 8 Food 5 Iron to 8 Food 6 Iron
Elves
Guardian: Increased resistances from 25% Pierce -25% Magic to 25% Pierce -10% Magic
Protector: No longer impairs surrounding enemies. Still impairs targets hit
Treant: Standard attacks no longer knockback enemies hit
Treant: "Ability" apathy duration reduced from 10 to 5 seconds
Warden: Adjusted the cost from 5 Food 2 Iron Bars to 4 Food 3 Iron Bars
Orcs
Brute: Attacks no longer have secondary damage type Siege
Brute: Attacks deal 30 Siege damage to buildings on top of their normal Strike damage
Hunter: Reduced raw Pierce damage from 130 to 110
Hunter: Now additionally cause creatures to bleed for 10/s for 2 seconds.
Ravager: Increased attack range from 7.5 to 9 to help with attack reliability
Ravager: Reducest cost from 10 Food 4 Iron to 9 Food 4 Iron
War Troll: Decreased cost from 20 Food 12 Iron Bars to 18 Food 11 Iron Bars
Dark Elves
Harvester: Reduced upgraded HP of Harvesters from 1000 to 750
Scion: No longer drops souls on death, and is worth no souls in sacrifice
Specter: Impair amount of "Mind Invasion" reduced from 25% to 15%
Strider: Increased cost from 7 Food 6 Iron to 7 Food 7 Iron
Strider: Reduced resistances from 25% Strike 25% Pierce 75% Siege to 0% Strike 25% Pierce 75% Siege
Twisted One: Reduced attack range from 200 to 175
Dwarves
Berserker: Increased attack range from 7 to 9 to help with attack reliability
Combat Balloon: Reduced speed from Liquid Fire stance from 75 to 60
Combat Balloon: Reduced area from Liquid Fire from 150 to 125
Molerider: On-Hit impair reduced from 50% to 40%
Sentry: "Precision Stance" replaces "Sharpshooting Stance": On-Hit impairs 40% for 2 seconds and interrupts casts.
Trolls
Bone Hexer: Reduced resistances from 25% Strike 25% Pierce 75% Siege 25% Magic to 0% Strike 25% Pierce 75% Siege 25% Magic
Bone Hexer: Adjusted balance distribution to 130 Magic, 10 Leech damage
Bone Hxer: Reduced movement speed from 50 to 45
Corpse Seeker: The ability now properly creates a buffing area for its allies
Ironbeak Fighter: Reduced movement speed from 90 to 70
Spike Flinger: Increase damage from 90 to 100
Thrower: Reduced cleave damage from 20 to 15
Skirmish Heroes
Humans
Royal Mage: Reduced focus cost "Incinerate" from 15 to 10
Royal Mage: Reduced cooldown "Incinerate" from 25 to 15
Orcs
Occultist: Reduced health cost of Demonic Pact Lv2 from 400 to 200
Occultist: "Blood like Tar" impair reduced from 15% to 10%
Dark Elves
Guardian of Nor: Reduced "Soul Explosion" number of targets from 9 to 8
Guardian of Nor: Range set to Weapon Range to ensure reliability in casting
Reaper: Reworked "Siphon" spell. Now channels for 7 seconds, leeches 40 damage per second. Channeling successfully for the full duration empowers the Reaper for 7 / 13 seconds (15%/20%)
Reaper: “Demonic Pact” renamed to “Dark Pact”
Dwarves
Hierophant: Increased cooldown of "Barrage" from 20 to 25
Warrior of the Depths: Increased weapon attack range from 7 to 9 to help with attack reliability
Warrior of the Depths: "Battle Frenzy I" now requires Hero Level 3
Trolls
Chieftain: Slam Lv2 area of effect radius increased from 100 to 110
Plaguebringer: Increase standard attack range from 75 to 120
Plaguebringer: Increase chain radius from 30 to 40
MP Creeps
Ice Wyvern: Reduced duration of freeze from 10 to 5 seconds
Bear: Increased resistances from 50% Strike -25% Pierce 75% Siege to 50% Strike 0% Pierce 75% Siege
Medusa: Reduced surrounding units impair from 50% to 40%
Impressions on this update?
I remember liking pretty much most of what Spellforce 3 had to offer... Except actually playing it, because the RTS part felt "meh" at best.
It's on there now, but the link was dead literally 2 minutes ago. The Spellforce 3 in my library is now called Spellforce 3 Legacy and I don't have the new one yet.
I just downloaded "Reforced", and Soul Harvest campaign is not installed (needs to be downloaded). However, there seems to be "Old Halavashshshsh" (whatever the name) installed. And "Fallen God" is not visible in the menu of "Reforced".
Maybe "Old Halavashshsh" is "Fallen God"? or skirmishes they advertised? or something different?
Unfortunately, I cannot play it right now. Hopefully trying it tomorrow.
Anyone here tried the campaign in co-op? How does it work, is it fun? Do you create a character each, how does the RTS segments work? Split the base or one base each?
Thinking it might be time for a second playthrough and wanna drag someone with me doing it.