In anticipation of the community Elf Race mod, I've created a Forest spellbook with some unique powers. 12 spells, based on nature and the forest, are spread across levels 1-9 and add a bit of variety to what is already included in the base game.
To use the new spells, download the zip file and extract the three xml files into the Mods directory. Then all you need to do is create a custom Sov, select the forest spellbook, and away you go!
Please note that the effects/graphics are pulled from the vanilla Elemental assets. If anyone would like to improve on them that would be great!
UPDATE: Version 0.2 is now out. Check the summary text file for changes. The previous xml files should be removed prior to using this update.
Forest Spellbook
Looks fun! My only concern is the radius on Whispering Trees. Also an issue would be that you can trade the Wonder of Nature items, which means you can make any champ into a channeler. Maybe consider making it cost 1 essence, and give 2 essence when the item is used.
Oh yeah, it's not "Heavenfall's Elf race", it's a community project, I am just involved.
Edit: You should give some of the tactical spells a 9999 cooldown to prevent them being cast more than once by the same caster.
I thought about the trading, but then figured it's a level 9 spell anyway. However I can see about making the item burn 1 pt of mana to give one point of essense to force a champion to have essence in the first place. I believe I had a problem with adjusting essence directly from a spell which caused the workaround of using the item.
Concerning the cooldown Heavenfall, will that fix allow the spell be cast again in another tactical combat?
Oh, about the trees the radius is not as bad as you'd think. I tried it out and it is large, but not any more than a mid-game Sov would be. Considering that spell is level 7 I would think it wouldn't be overpowered.
There is a bug though in the game where if you exit a game, all reveal effects are erased even from a saved game.
It appears that cooldown is broken/not intended for tactical combat. If you use the cooldown tag it 'does' work to block a recast, but as soon as it refreshes the game CTDs. I'll list it as a possible bug. It works fine for strategic spells though.
That's why you need a large number, so there's no chance it will refresh.
This looks cool. I'll take a look with my next modded game.
The problem with that is that all the spells I've added in should be recastable. Ideally some would only be available once per battle, or only have one active at a time. Unfortunately both of the tags that would let you do that don't work with tactical spells.
Why can't I ever enter the link of the file?
Actually, Giving tactical spells a cooldown of -1 is actually better. A cooldown of -1 does not crash the game and tell the game that the spell never cools down. This is probably the more correct way to do tactical cooldowns.
Hello,
As an alternate download location I have uploaded your mod to:
http://www.ultimateelemental.com/downlaods/download-mods/Elemental-War-of-Magic-Downloads/mods/small-mods/The-Forest-Spellbook/
Magic is the funnest part of Elemental, and mods like this are really enjoyable to have.
Thanks!
Finally got my primary system working again, so I'll look through the spells to get them updated for 1.09.
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