SpellForce Community Mods

All shown Mods on this page is the work of fans of the SpellForce community. All rights remain with the mod creators. spellforce.info is not responsible for the content or functionality of the mods displayed on this page.
Requests for displaying Mods on this page can be send to webmaster@spellforce.info .

Mods overview:


SF Platinum Edition - (native) High Resolution Mod + Healthbar Fix 1.8

The SF-HR Mod makes it possible to start and play the game in your natively used Desktop resolution with the exact same resolution being used and rendered ingame and optional fixes render issues of the game on modern hardware.

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Full native resolution scaling

Apply your desktop resolution to the game and see SpellForce on modern Systems in high definition.

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No stutter performence

Experience a high definition SpellForce experience without any emulation stutters.

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No more missing healthbars

No more missing informations on modern GPU hardware because of render issues.

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Up to 4K and more support

Dynamicly natively render your game on modern high end resolutions.



This is a non-profit community fan project. All content of this “SpellForce High Resolution Mod” is created by normal SpellForce users and fans without breaking the copyright or damaging the original publisher of SpellForce. This mod was created by Made by NeoX as part of the IT-Husky Group with technolegy of Vulkan.
© 2003-2023 THQ Nordic GmbH; THQ Nordic GmbH, SpellForce Series and SpellForce Platinum Edition is a wholly owned publishing subsidiary of THQ Nordic AB. The THQ Nordic logo and the THQ Nordic symbol are registered trademarks or trademarks of THQ Nordic AB. All rights reserved.

!This Mod was only developed for the Version 1.54 of SpellForce Platinum Edition. Later version can be compatible but not support all features

What is the High Resolution Mod?


The SF-HR Mod makes it possible to start and play the game in your natively used Desktop resolution with the exact same resolution being used and rendered ingame.

What ratios are supported?


You will have no issues playing in the classic 4:3 and even 16:10 or 16:9 depending on your natively used resolution of your screen.

How does the Mod work?


The mod is an own Game-Exe that overloads the native vanilla game exe of SpellForce without changing it, then starts the game in a sort of "windowed mode" but expands it in size and position to work and look like a fullscreen mode/game.

What version of SpellForce Platinum is supported?


We only support 1.54 or 1.52 of SpellForce Platinum. other versions of the game may work too, but we can not cover for that.

Do i have to do anything special to use this mod?


Please make sure that the exe is ALWAYS executed with admin permissions or it won't work correctly.

Is this mod compatible with other mods for SpellForce?


Yes, thanks to the own exe solutions of this mod, all other adjustments to the game on the user side should not be effected and should be able to be mixed in.

Will it fix the missing healthbars ingame on modern GPU's?


Yes, thanks to the implemented technolegy of Vulkan, this issue should be solved for everyone, but is included as an optional solution.

Known issues of version 1.8


  • the resolution does stretch after some cutscrenes but can be solved by just changing the ingame resolution to anyrhing else for a short time or restart the game after saving
  • the lifebar on your character profile is invisible if native resolution is applied

Changelog 1.7 -> 1.8


  • updated Vulkan API files
  • added settings + configuration to let the game window be sized async from the game internal resolution
  • expanded setup with optional configuration presets
  • updated mod visuals

Author/Development
Download (link)
NeoX
Forum




SpellForce Revisited - Version 1.30

SpellForce Revisited is an overhaul of SpellForce: The Order of Dawn and Breath of Winter.The Free Game Mode and Shadow of the Phoenix are affected by the general changes that have been made to the game data itself like adding missing spells to units, but the maps have remained unedited for the time being. SotP is the campaign that I intend to work on next.

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New enemy AI behavior and interactions

Enemies and allies alike will involve themselves in the battles for Eo and fight either by your side against a common threat - or fight both you and their hated enemies!

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Your Actions have consequences

A more dynamic world to make the world feel more alive! Revisiting maps you have long completed may surprise you!

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Several Map enhancements

House Leonidar may be a small house but they remain a royal house. Shal is a great city of the Norcaine yet only protected by a palisade. No more! Revisited changes that - as well as some other map visuals!

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New Foes and Visuals

Implementation of both new and unused enemies and addition of new unit models!



What does this overhaul feature?
Generally speaking, SpellForce Revisited is aiming to make the game both more challenging and more rewarding to play while also tweaking some of the mistakes of the vanilla game like units that should have spells not having them or not being able to use them (this is happening in BoW and SotP especially) as well as give more unit models a more unique look.

Spells and unit weapons have also been buffed to be more useful overall.

The enemy AI is deploying larger amounts of units which also tend to be more powerful. More bosses have been added to be slain and existing bosses have been made stronger. Another major change is that I have edited the attacking speed and made it much faster for many races, both enemy and ally alike, to make both more powerful. The AI now also uses the nomadic script more often to patrol on maps more regularly.
In addition, the clan relations have been tweaked to cause more situations that result in your enemies fighting each other – which also just is more lore friendly. The Demons and Undead should not get along, given the history of their most famous former masters.
Aiming to both give the different factions more personality and a higher variety of unit models and types, I have done quite some texture editing in addition to also using skins from the SpellForce Reworked mod (with permission of the author, again thanks for that).

What languages is this mod supporting?
SpellForce Revisited supports the English and German languages.

Is there anything to keep in mind?
Overhaul mods such as SpellForce: Revisited tend to be quite challenging on high difficulty because of the spawns being sped up, resulting in a higher amount of elite units being spawned.

Author/Development
Download (link)
Shar Dundred
Forum




Total Conversion Mod: New Dawn

New Dawn is intended to be a mod that improves Spellforce 1 as whole. What do we mean by “improve”? Spellforce 1 has many areas that still need some finishing touches. These include the skill system, which, especially in the Shadow of the Phoenix add-on, forced hybrid builds to specialize in most cases and logical errors in the story, such as the design of the Wildland Pass map, which is actually structured in such a way that the orcs had to step through the village instead of bypassing it. Our goals are to improve the skill system, spells, items, RTS units, enemies and maps themselves to be consistent with the lore. We want to enable as many build ideas as possible and provide everyone with useful tools to complete the campaigns.

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Get Access to ranged staffs!

Become a mage like in Spellforce 2!

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New Skill Balancing and Classes!

Create a hero like never before with new Skill-combinations and level ups!

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New balanced Spells and Enchantments!

Teach your enemys to fear you with the new balanced spells and character progression!

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Updated Visuals for a better immersion!

Like our Urias with his big bonka Sword!



What new feature does the Mod bring?
The mod is currently being developed for the Steam standard version 1.61, as it offers a variety of quality of life features that 1.54 only offers with additional mods. Unfortunately, these are not multiplayer-compatible, which is also a major goal of this mod. Nevertheless, we are trying to keep the mod compatible with 1.54 as well. Even though we initially wanted to design the TOoD campaign, we have to admit that the best test track is the FGM and we also want to experience the Coop sessions together and not be separated by mod incompatibilities.

The skill system has been improved and no longer scales as harshly with attribute requirements in the skill level range of 10-12, so that any combination, provided that points are not excessively “wasted,” can bring all main skills within the physical and magical classes to 20, as well as any hybrid build to a physical and a magical main skill of 16 to 20 each, 17 to 19 or both to 18. This should ensure that every recombination retains its usefulness until the end. There is also no longer a limit to how many attribute points can be invested in an attribute.

The spells are currently still in development, but most of them have already been defined and are already being tested in some areas. As it is still a work in progress, things may still change here. In connection with this category, we would appreciate your support in designing new spell icons. We are not really happy with our attempts (both personally using Paint and with AI). We took inspiration from Spellforce 2 and designed a bunch of new spells for the warrior classes to give warrior gameplay a little more depth than just bonking enemies. Each warrior class now has 10 exclusive combat abilities tailored to them.

In addition to the new combat abilities, the spells of the magic classes have also been improved. Useless and very niche spells have been replaced with new spells. Most spells have been and are still being adjusted so that every spell category and every spell has its reason for existence. Of course, this has not been possible without cutting back on some overpowered spells, but that does not mean that the Avatar cannot become extremely powerful again. Don't be surprised if several spells become available at one level. We have also thought about how to better reward players for learning a main category of magic types completely, including all subclasses or even all main categories.

What is changed in detail?
A full list of all changes can be found at the forum!

Author/Development
Download (link)
Alex18sb, Haldir, Drachenschatten55555
Forum