You can get version 1.80 HERE.** 1.8 BUG-WATCHERS: BlackRainZ, EviliroN, thionoxial, dopeydave, awuffleablehedgie - Fixed the Earth sword ability so Min != Max damage (causing a crash) - Fixed the Air staff ability so Min != Max damage (causing a crash) - Verified that Forbidden Research tooltip says +100% research and matches actual effect - Changed sword of Hate Lifesteal to lower, but irresistable damage, since Lifesteal wasn't working - Removed Unholy mana from Holy Temples - Added Holy Mana - Added the Holy Temple for Kingdom players - Fixed the calculation for Purge (holy spell) - NOTE: There are some things that are happening with accuracy that appear to be issues with 1.08 that will likely be addressed by SD.** 1.7: Updated to work with Elemental 1.08. All spells and abilities in the mod have been rewritten to use the new Min/Max damage scaling. I'll include the details in this email as soon as I can, but until then, you can find them in the new link!
Sovereign (Fire/Earth/Air/Water/Unholy) Mana Talents I added these 20 point talents to allow me to test out other elements of the mod and decided to leave them in for those who want to use them. They may or may not be "balanced." Each of these talents allows your sovereign to "act like" a shard of the appropriate element.
Leadership Talents / Training The idea here is that your leader (or a champion, if he buys the training from the items shop), can direct other units in combat to greater effect. During Sov creation, they are available as 4 talents: Bold, Brilliant, Daring and Inspiring Leader. They are based on Strength, Intelligence, Dexterity and Charisma respectively. In the items shop, they are available as items with "Tactics" instead of "Leader."Special training for units These "items" you can add to units in the designer allow you to give them special abilities.- Herbalist training: Gives the unit a healing ability that scales with its unit size- Assassin training: Give the unit a short ranged damage/weaken ability based on Attack
Holy Spellbook - Purge: Divine power blasts down, purging those who oppose you. INT/2 Damage - Blessed Mending: Target friendly unit regains INT / 4 HP * Troop Size. - Summon Avatar: Summon an incarnation of holy might to punish your enemies. - City of Light: Divine light flickers along every street, drawing refugees from near and far. +1 Prestige, +1 Diplomatic Capital. - Miraculous Bounty: COSTS 5 ESSENCE. Target empty tile in your territory blooms with life. Creates a fertile ground resource - Pacifism: Target enemy or ally unit loses 1 turn, applies their Attack bonus to their Defense for 1 turn, setting Attack to 0. - Sacred Resurgence: Blessed power infuses all units in the target tile. They gain (INT/5 * Troop Size) health regeneration a turn for 5 turns.Unholy Spellbook - Blood Bolt: You enchant your own blood to blast toward your target carrying a deadly curse. INT/2 Damage, +10%/Unholy - Dark Transformation: -10% health, +10% ignore defense, +10% double strike. The unit is warped by dark energy, sprouting swift, piercing claws. - Summon Felbeast: Summon an incarnation of dark power to serve your cause - Forbidden Research: The top minds in your city turn to dark, twisted research methods. -1 Prestige, +30% Arcane Tech - Wind of Decay: You exhale a dark wind that washes over your foes, leaving them crippled. INT/2 damage, -50% Defense for 1 turn - Terrorize: Target unit quakes in fear as dark visions assault them. They are unable to counterattack for the remainder of the combat - Shadow Form: Target unit gains the ability to transform into living shadow. +20% dodge change, gain Blink ability. - Depravity: Target unit is filled with an uncontrollable bloodlust and attacks itself visciously based on caster INT and target's ATK - Necropolis: Surrounds target friendly city in a (visible in-game) wall of bones.
Elemental/Unholy MountsThese are available for Sovereign/Champion/Units when you research your mounted combat tech: - All of these require you have one Shard (or unholy temple) before you can train units with them - Saddled Felbeast: +1 Combat/Overland speed, +2 Attack - Saddled Firebeast: +1 Combat/Overland speed, +30% counterattack damage - Saddled Earthbeast: +1 Combat/Overland speed, +2 Constitution - Saddled Waterbeast: +1 Combat/Overland speed, +10% dodge - Saddled Windspirit: +1 Combat speed, +2 overland speedElemental Vestments These are the robes worn by those little people who stand around all day and stare at your shards. In game terms, I've provided 4 robes that represent the "profession" of Fire, Earth, Air, or Water "Priest/Monk/Cleric/Fanboy." They provide the unit (which can be your Sovereign) with a "Blessing of X" (tactical) ability that scales in power with the number of shards (of that element) you control. The robes provide 2 Essence to the unit, and the blessings cost 1 mana per cast. They target a single friendly unit at any distance, and currently last 2 turns.- All of these unlock when you research Shard Harvesting (for your faction)- Vestment of Fire; provides ability "Blessing of Fire:" Target unit gains +5 Attack/Shard, +10 Morale/Shard - Vestment of Earth; provides ability "Blessing of Stone:" Target unit gains +5 Defense/Shard and +3 Attack/Shard- Vestment of Water; provides ability "Blessing of Water:" Target unit gains +5 Health Regen/Shard for 2 turns- Vestment of Air; provides ability "Blessing of Wind:" Target unit gains +15% Change to dodge/ShardElemental Essences These are four special items you can give your units/champions that grant them tactical combat abilities.- Essence of Fire grants "Fire Breath"- Essence of Earth grants "Rain of Stone"- Essence of Water grants "Drowning Strike"- Essence of Air grants "Hurricane"Elemental Bows These are four items, available when you research your race's version of Advanced Archery, that grant your units a ranged attack with a (brand new) elemental effect. Right now, they do the same damage as a longbow, but I'll be adding specialized effects in the next update.Elemental Swords I've added a sword for each element. They are available for each race in the cutting weapons line of research. Each weapon grants a "once per tactical combat" ability to the unit that performs a special attack against an adjacent opponent. The (defendable) damage for the weapon is based on the unit's attack strength, but it's enhanced by 25% for each shard you control. - Flame-Forged Sword (Burning Strike): ATTACK based damage with ongoing 1 damage + .25 damage per unit size. Damage increased by Fire Shards- Pure Metal Sword (Crumbling Strike): ATTACK based damage that reduces target's defense by 25% + 2% per unit size. Damage increased by Earth Shards- Frostbitten Blade (Frozen Strike): ATTACK based damage that numbs a unit, preventing it from counterattacking for 1 turn. Damage increased by Water Shards- Stormwrought Blade (Storm Strike): ATTACK based damage. Pushes target back 1 square + .25 per unit size. Damage increased by Air Shards- Hate-forged Blade (Profane Strike): ATTACK based damage that reduces target's morale by 10 + 2 per unit size. Damage increased by Unholy Mana Magical Combat Staves I hate giving my wizard lord a bow or sword to make him effective in combat. I want him to feel cool right from the get-go. To this end, I added 5 magical staves, each that gives the wielder a (tactical) ranged, INT based attack that costs 2 mana and +3 Essence. The effects of each scale based on the number of shards of the appropriate element you control. Your sovereign can pick one when he's created. They unlock for hero units in the shop when you research Shard Harvesting.Fire Staff: 50% INT damage, +25% per Fire ShardEarth Staff: 30% INT damage +25% per Earth Shard, -5 DefenseWater Staff: 30% INT damage +25% per Water Shard, CombatSpeed set to 1 for 1 turnAir Staff: 30% INT damage +25% per Air Shard, 60% chance to lose next turnDeath Staff: 30% INT Life Steal +25% per any ShardUnholy Mana / Temples I've added a new type of mana, Unholy Mana. You generate this mana from a sovereign talent or by building "Unholy Temple" improvements in your cities. Right now, they're dirt cheap for testing. They give your Death Staff (above) a 10% bonus to damage for each temple built, and they allow you to recruit "Death Wargs." I'll be doing a balancing pass on these at some point soon.Please let me know about any gross errors you find in the mod!Also, if anyone wants to submit better flavor text, I'll be happy to shuffle it all in.
Installing this mod1. In the Options screen, find the "Use Mods" option, and make sure it's checked.2. Close out of the game. 3. On a 32 bit machine, you'll unzip the files to C:\Program Files\Stardock Games\Elemental\Mods. On a 64 bit machine, they’ll go in C:\Program Files (x86)\Stardock Games\Elemental\Mods. You may have to create the Mods directory manually. 4. I originally believed the files in the "Icons" folder went in your Mods\Icons directory. xStarfirex has reported that placing them in ...\Mods\Gfx\items worked instead. alborrelli reported that this should be \Elemental\Gfx\Items. ** Unfortunately, I don't have another machine without my mod files in the "Units" folder, so it's difficult to know exactly what you'll need to do differently. If none of these work, post a quick note and we'll try and help you out!
Happy modding,Gnilbert
The Wind-Staff currently has two discriptions, one which uses the old-style and the other which doesn't.
There is the sov ability in creation for unholy mana (shard)
Sovereign_Ability_Mana_Unholy
but since you added holy mana also, did you mean to create one for that too?
I am looking through the files to understand how you did all of the changes, and I came upon the Gnilbert_Training_Assassin_Ability in the Gnilbert_SpecialTraining_Abilities.xml file. I noticed that the weaken game_modifier says it adjusts a unit stat, but then never acutally specifies which stat it adjusts.
I think there needs to be a strvalue in there to say UnitStat_Attack.
Great Job on everything. Thanks for sharing this mod.!
If you add holy and unholy mana, kingdom cannot use unholy mana and empire vice versa. It would be like the warg and horses, useless resource enticing you but you can do nothing about it.
what is unrar?
unrar is a verb. You know how you have a .ZIP file and you "unzip" it. It's the same thing, but for .RAR files.
The link to winRAR is here: http://www.rarlab.com/rar/wrar393.exe
@darkling
I am looking in the XML file, not in sov creation, there didn't seem to be a line for the holy version of "blackened soul" i was just asking if he meant to create it and overlooked it or something.
@gnilbert
I tried giving your sov talents to the core sovs, it seems the game doesn't want me to
They don't show up and it seems they don't work correctly, but giving the core sovs your magic books do. Do you think it is just a matter of this:
thanks as always Gnilbert
any updates for this awesome mod? 8D
We're waiting with baited breath Gnilbert!
Indeed!
Hello Gnilbert,
Great mod!
I have added it to the Ultimate Elemental mod downloads section so you can have an alternate download location.
http://www.ultimateelemental.com/downlaods/download-mods/Elemental-War-of-Magic-Downloads/mods/small-mods/Gnilbert-Mod-v1.80/
Would the Master of Magic mod team be able to use parts from your mod in our mod?
Thanks!
This is an impressive piece of work. Thank you for sharing it. I hope you are continuing with it.
just wonering but your waiting on 1.1 for new release? dont blame you at all i gave up on playing till then myself cant wait for 1.1 tho fuck yah. dying to get it so im up for playing again thx god magic sys gettin revamped that shit got old quick and the game 2 ez keep up the great work Gnilbert
I'm having an issue with the death staff. it keeps crashing my game whenever i use it. My character goes to attack. then when his animation plays and its time for the death spells animation to start it just crashs to desktop. PM me or reply here if you have a simple solution i probably just did something wrong.
If you look in Gnilbert_FocusItems_Abilities.xml, there are references to unspecified values in the game modifier which sets the damage for this weapon. This may or may not be the cause of your problem, but it is a good place to start. It also does not specify which unit to take the stat from.
I would say that this mod is currently MIA as gnilbert has not been active on these forums in almost a month. This mod was last updated for 1.08 and probably will have odd side effects when applied to 1.09.
i had same iseu with deat staff just stay away from it a while could be something with the game itself not workign correctly with code or something i would just wait for v1.1 to continue it iwouldnt mind helping out once it does im jsut trying beat out (109n) mine as well wait tho other then having to rework the mod every couple weeks . but all other staffs i belive stil work fine.
Im gonna try to rework this for you gilbert so its fully 1.1 ready and rebalanced for it a bit. ill let you know how i got along wiht it, email me if you want to dopeydave@live.com but ill just puut a post up for you when i get it done.
Update - ran outa adderall my bad starting messing with it tonite ill let u know.
Hello,
I was a big fan of this mod when it was active, and as a modding experiment decided to see if I could build my own monster. I have summoned forth a new, nastier felbeast using the custom skin, powers, and effects from this mod while updating all of the code to be 1.11 compliant. I was thinking about submitting it to ACP as a tribute to this mod, and wanted to ask the permission of anyone who was involved.
To my knowledge all art was created by Gnilbert and will be credited as such.
^ God bless you, Agrippa.
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