If you're interested in this mod, and would like help, post here, or PM me.
Download:
https://www.wincustomize.com/explore/elemental_war_of_magic/12/
Note: To install, unzip the file into your mods folder (in my docs) ex :
C:\users\yourname\My Documents\My Games\Elemental\Mods\ACP
C:\users\yourname\My Documents\My Games\Elemental\Mods\Gfx\ACPGfx
[This is for Win 7. Win XP is slightly different, look for the Elemental directory under My Documents].
Included is a mapobject file for Elementerra 2 (so that you will see ACPs goodiehuts)
Note:
The Adventure Content Pack now includes Artifact. You no longer need to download that seperately. Please delete the old Artifact directory before installing. If you do not want artifact included, it has it's own directory, so you can just delete it.
If you are running Kenata's Updated Weapons mod, artifact will automatically use those abilities. If you do not have it installed, then you won't get any abilities. Besides, I forgot to add in the non UW version and things got overwritten.
What this mod adds
1. Recruitable NPCs
2. Quests
3. GoodieHuts
4. Monsters
Recruitable NPCs
This is a smattering of the NPCs you will be able to recruite with the mod. All NPCs are of the Fallen races, as there are none in the "vanilla" game. The fallen armor set has been added to the Kingdom techs so that if you play a Kingdom, you can equip the Fallen NPCs. Right now, there are almost 50 additional NPCs that are added with this mod.
In trying to keep with the general feel of the game, I've added tactical abilities to all of the NPCs. Seeing as the races of Men all have strategic abilities (+1 tech, arcane, etc) which are geared towards furthering the empire they serve, I figured tactical, combat based abilities would suit the Fallen races well, as they are more geared to destroy.
All abilities in the mod are unique to each race, and also scale with the appropriate stat. Abilities listed at the end of this post.
The general idea I went with for the races is as follows:
Quendar - More of a dexterity based race, abilities that modify accuracy, dodge, and combat speed.
Trogs - A hearty race, they have high constitution with abilities dealing with dmg, counter attacks, etc.
Urxen - A very strong race. Abilities modify things like attack, defense, counter attacks
Wraiths - Their strength is intelligence. They make the best spellcasters, and have magic related abilities.
Quests
This is the most time consuming thing to do in this mod. As more options get opened up to us modders for quests, I will add more. I just don't want to keep doing the same thing over and over.
Note: All the battles in the quests are quite large, with quite a few opponents. They are designed with the idea that you will be doing the quests with a party, or army. Anything above level 1 or so, you will NEED a good army to take on the battles! Also, you most likely WILL lose people, so plan accordingly!
Level 1 Quests:
A Problem with Wolves (two versions) : This is a simple quest to kill a couple of wolves. The reward is choosing from the nobleman's children to join your cause. The two versions are identical except one will give you a choice of 4 females, one gives you a choice of 4 males. The idea being, you could get a suitable champion to marry to pump out babies like rabbits. However, there's a dud in each one.
Haunted Vagabonds : This is a quest to help out some vagabonds who are being tormented by the undead. If you can help them, you can receive their knowledge of the cleaver to equip yourself, or your troops with.
Level 2 Quests:
A Sage's Request: A basic quest to retrieve the sage's prized "scroll" from his old assistant. You have basically two ways to achieve this. There's a third option to just forget everything, but what fun is that?
Long Forgotton Temple: This is actually a quest disguised as a goodiehut. You still get a goodie, but you must fight the archer to get it. (*Wuss penalty applied)
Tomb Of Hagall: Depending on how you play this one, you can end up with 25 spellpoints, a 25% boost to research or prestige, or a 25% reduction to Gold or Food for 20 turns. You can always get the 25 spellpoints, but the 25% boost/reductions are given at random. It's basically 50/50 for good vs bad.
Return Of The Undead: Again, vagabonds are harrassed by the undead. Tougher fight, but you can gain their knowledge of dual claws (again for you, or your troops).
Level 3 Quests:
Old Homestead: A family is being harrased by a pack of umberdroths. Don't underestimate them, as they are immune to spells.
The Ranger's Stolen Boots: This one took me quite a while to do. It will probably take you a bit to complete it to. There are a couple of battles here which will cause some trouble. It also depends on how you decide to handle the situations. You also get to choose your reward.
Undead Culmination: Those poor vagabonds. This is a pretty tough fight, make sure you have help, and something to heal . With this you will achieve the knowledge of the bone bow (it's pretty bad ass) which of course you, or your troops can use. The vagabonds also concede that they cannot live in the wild, and join you. (A resource is placed, like refugee camp, and they provide 150 population).
Level 4 Quests:
Fresh Ruins: Investigate some freshly made ruins throughout the land. Quest battles get quite intense at this point culminating into a battle with a dragon.
Heh, a fight with a dragon, and I haven't even created any level 5 quests yet.
GoodieHuts
Heavily Guarded Resources
The picture above is from two of the four heavily guarded resources. They are the four shards from the core game, although there is a small chance you don't end up with a shard, but not to worry, you will at least get some kind of resource for getting through those battles (they're not meant to be easy).
Those are the flashy ones. The rest are designed to be like the goodiehuts you normally see in the game. The amount of huts added is quite large, and there's a large amount of treasure in each hut (as in, there are many different treasure possibilities for each hut). Several new tiles were also inserted to enhance the variety.
Another thing to note: Not all goodiehuts are good! Some have traps in them, or have nothing at all.
The Artifact mod has been merged into this one. There are weapon caches throughout the 5 notable location levels which give some kind of magic weapon (hundreds of possibilities). Thanks go to Heavenfall and Kenata. For more info on artifact, you can check out the original thread here: https://forums.elementalgame.com/402428
Monsters
In order of appearance: Skeleton Captain, Zombie Captain, "The Head", Possessed Battle Axe
The Undead have made their way into the lands.
Skeletons have been seen wandering around. There's a regular Skeleton, skeleton captain, and a giant skeleton captain.
Then there are the pesky Zombies. That zombie captain can be a pest as he has a disease cloud special ability.
Floating monsters! Above you see "The Head", a diseased Wraith head. Some say he is undead. Others say he has a body, but because of an invisibility spell gone wrong, his head is the only visible thing left. While he wasn't always the best spellcaster in the land, he did manage to perfect the Fireball. It does 12 damage, and also has a 2 round burning effect as well.
Then you get the floating weapons. There's a club, a cursed shortsword, a possessed battle axe (Above), and the great scimitar of death.
Weapons
Artifact Mod which comes included in this mod adds in over 80 different weapon models. A few axes, a few spears, hammers, etc. Mainly there are a LOT of different swords here. Pretty much guaranteeing you getting a truly unique weapon!
Some weapons are added as techs which can be found through quests (so you can equip your troops with them). The three added so far:
* Cleaver - This has the Bleeding Strike, and Windup abilities from Updated Weapons. 7 Attack.
* Dual Claws - These dual claws have the Flurry, and Cleave abilities from Updated Weapons. 10 Att. 25% Counter attack multiplier. +2 Dodge.
* Bone Bow - Modified PoisonShot ability. 20 Att. +5 Accuracy
These weapons below will be found in goodiehuts. This is the list of weapons going into version 1.1.
- * Short Sword - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/ShortSword.jpg
- Rusty Short Sword - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/RustyShortSword.jpg
- * Machete1 - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/Machete1.jpg
- * Machete2 - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/Machete2.jpg
- Steel Spear - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/SteelSpear.jpg
- Heavy Spear - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/HeavySpear.jpg
- War Axe - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/WarAxe.jpg
- * Silvian Sword - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/SilvianSword.jpg
- Sword Of Slaying - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/SwordOfSlaying.jpg
- * Blade Of The Titans - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/BladeOfTheTitans.jpg
- * Silvian Great Blade - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/SilvianGreatBlade.jpg
* - Models and artwork by 3DGrunge.
Shields
These still need their attachments fixed, which will hopefully happen in the near future. These are also found via goodiehuts.
- Shield (Still needs a unique name) http://dl.dropbox.com/u/8949112/Shots/Weaponpics/Shield1.jpg
- Holy Shield http://dl.dropbox.com/u/8949112/Shots/Weaponpics/HolyShield.jpg
- Heavy Spiked Shield http://dl.dropbox.com/u/8949112/Shots/Weaponpics/HeavySpikedShield.jpg
Headgear
Like the above, these are found via goodiehuts.
- Blood Iron Helm http://dl.dropbox.com/u/8949112/Shots/Weaponpics/BloodIronHelm.jpg
- Rusty Helm http://dl.dropbox.com/u/8949112/Shots/Weaponpics/RustyHelm.jpg
- Tempered Iron Helm http://dl.dropbox.com/u/8949112/Shots/Weaponpics/TemperedIronHelm.jpg
- Bandit Mask +2 Charisma, 5% Chance of Double Damage *Note: This can be worn with other head gear such as:
- Bandit Hat +1 Defense +3 Dodge +1 Sight
- Skull Mask +2 Defense +2 Dodge +5 Charisma Unlocks Frighten Ability
- Wizard's Hat +3 Defense +10 Dodge +5 Intelligence
Armguards
- Rusty Vambrances +4 Defense
Greaves
- Cheap Heavy Greaves +6 Defense
Ability List
Quendar Abilities:
Pinpoint - +35% accuracy + an additional 2% per DEX point above 14. Combat speed is halved. [Self/3 turns]
Slippery - +5 dodge +1 additional per DEX over 12. Unit loses (DEX)% accuracy. [Self/3 turns]
Swiftness - Boost of DEX/10 to combat speed, but lowers counter attack effectiveness by 30%. [Rangeof1/3 Turns]
Distraction - Lower accuracy 25% +1% per DEX above 15. [EnemyUnit/3 Turns] [AOE2]
Gale Winds - Lower combat speed by ( (DEX/9) * 10 )%. [EnemyUnit/3 Turns] [AOE1]
Take Aim (Group) - +1% per DEX to Accuracy [Self/2turns] [AOE1]
Prepare Dodge (Group) - +1% per DEX to Dodge [Self/2 turns] [AOE1]
Marked Enemy - Target unit gets -3 to dodge (-1% per point of Dex) [EnemyUnit/3 turns]
Slowness - Debuffs DEX/10 to target unit's combat speed for 3 turns. [EnemyUnit/3 turns]
Blinding - Target unit's accuracy is decreased by 20% (+2 per DEX above 14). [EnemyUnit/3 turns]
Marked Enemies - Target units gets -2 to dodge (-.5% per point of Dex) [EnemyUnit/3 turns] [AOE1]
Great Focus - This buff grants a bonus to accuracy (DEX*3)/2 % for 3 turns. [FriendlyUnit/3 turns] [AOE1]
Trog Abilities:
Tend Wounds - Heal CON/3 HP. [Rangeof1]
Weaken - Reduce attack by CON%. [EnemyUnit/lasts entire combat]
Brave Sir Robin - Escape the battle at a sacrifice of DEX/3 HP.
Sneak Attack - Does not provoke counter attacks for 2 turns. [Self]
Smoke Bomb - Unit throws a smoke bomb, and moves 2 tiles away.
Soul Stealer - Drains a minimum of (CON/6)+1 HP , maximum (CON/3)+5 which gets transfered to the caster.
Gas Cloud - Drain CON/3 HP. [EnemyUnit/3 turns]
Rallying Cry - 25% Counter attack bonus. [FriendlyUnit/3 Turns] [AOE2]
Call To Defense - CON/9 to Defense, -3 attack, ( (CON/8) * 5 )% HP boost. [FriendlyUnit/3 turns] [AOE2]
Rally Defense - Defense(1% per CON) counter multiplier(+1% per CON) accuracy(-30%+0.5% per CON) [Friendly/2 turns] [AOE1]
Stun Group - 2% + 1% Per CON chance to lose turn [EnemyUnit/2 turns] [AOE1]
Defense Drain - Unit drains enemy's defenses by CON/3 for 2 turns. [Self/2 turns] [AOE1]
Urxen Abilities:
Concentrated Shot - +30% +1% per point of STR above 15 to attack. Lose counter attack for 1 turn. [Self]
Defensive Stance - STR/8 boost to defense, str/8 reduction of attack. [Self/2 turns]
Instant Rage - 150% boost to counter attacks, combat speed lowered by 2. [Self/2 turns]
Sacrifice - Unit loses STR/4 HP, but gains STR/4 in attack. [Self/2 turns]
Ground Stomp - Knockback targets STR/12 tiles, and lose turn. [EnemyUnit/1 turn] [AOE1]
Insight Riot - add STR/4 to attack, lose STR/4 defense. [FriendlyUnit/2 turns] [AOE2]
Rally Attack - Attack (1% per STR) defense(-20%+0.5%perSTR) [Friendly/2 turns] [AOE1]
All Out Assault - Attack(1% per STR) Defense/dodge(-30%+0.5%perSTR) [AllFriendlies/2 turns] [All Friendly, very big AOE]
Harrowing Howl - Defense lowered by ((STR*3)/2)%. [Self/2 turns] [AOE1]
Wraith Abilities:
Mind Melt - INT lowered by INT/3. [EnemyUnit/3 turns]
Magic Defense - Magic Resistance boosted by INT/4. [AnyFriendlyUnit/4 turns]
BattleForm - Lose INT/4 magic resistance to gain INT/4 in attack. [Self/2 turns]
Magic Boost - Gain 50% boost to INT, but movement is significantly more costly. [Self/2 turns]
Invigorate - Boost attack by INT/10. [FriendlyUnitwithin2/4 turns] [AOE2]
Paralyze - Lose turn. [EnemyUnit/2 turns] [AOE1]
Mass Spell Defense - INT/3 boost to magic resistance. [FriendlyUnit/4 turns] [AOE1]
Frighten Group - chance to lose turn(2% Per INT), counter(-1% Per INT) [Enemy/1 turn] [AOE1]
Mass Immunity - Immune from spells (75 mana) [Friendly/4 turns] [AOE1]
Air Awareness - Adds INT/4 to dodge against ranged attacks. [Friendly/3 turns] [AOE1]
Death From Above - Subtracts INT/5 from dodge against ranged attacks [Enemy/3 turns] [AOE1]
Mend Group - Restore Health (1.0%PerInt) [Friendly] [AOE1]
* AOE mean area of effect. The number after it represents the radius. So, AOE1 means that the ability will effect units within a 1 tile radius (which is actually 9 total tiles).
If there's any other type of adventuring type thing you'd like see added, let me know any ideas.
Credits so far:
RavenX
Kenata
Murteas
Heavenfall
John Hughes
Oddrheia
FearZone
jmccrea
Well done gents. A fine addition indeed.
All this mod stuff is so cool and looks fantastic. Hats off to you all putting work into these things!
I don't want to speak for impinc here, but most of us modders do all of this for the sheer love of it. I am glad you are enjoying this mod.
Mods and indie games are some of the wonderful things from the PC Gaming scene that have sprung up within the last few years. I know that shareware games were the initial indies, but mods and a new generation of indies have relatively recently taken up a special place in our enjoyment from using PCs. Life finds a way. Looking forward to Desura!
Best regards,Steven.
Desura might be very interesting, if developers can't be arsed to include their own proper mod installations (like Elemental). It's basically steam/impulse but with thought out mod compatibilities. Like steamworks and reactor, it's a pull to get developers in to use their store. But they're doing something new and it might just work.
Now there are only 2 things missing in this game, Scythes and stability, I can only pray we'll get scythes before....
Btw, the heroes you can't marry, did you try adding them temporarily during the quest, then removing them and immediatly make the recruit hereo (but with 0 cost) pop up? That should work around the proble.... I guess
And about scrolls, I remember during the beta we had this little golem statue that allowed you to summon a golem, does it still exist? Because if so, you could use it to copy the "scroll" type items....
Another thing, I posted about it before in another thread, but once again due to my lack of knowledge I can't make it by myself for now, how about spells that allow you to inbue elemental damage into your weapon? Like your typical fire blade or whatever, that you get x combat rounds + 1d6 fire damage or something like that....
Is it doable? Is it too much work? Because if it is, then I'll apply myself much more to learning the modding techniques and do it myself...
Sorry for the rant
Hmmm I've noticed something after doing two quests from goodiehuts. One hut named the Search Continues and another one called Finding the Lost Expedition, the huts that have these quests after I've completed them haven't disappeared from the map, known or unknown bug?
Sorry for the lack of posts in a while. My video card fried on me, and really, my interest in the game has dropped dramatically. I'm not quite sure what did it, but I'm lacking the interest to do anything further. Hopefully once 1.2 comes out, I will touch up a couple of things that need it to keep with the newest version.
As far as the quests still showing up, I noticed this happening with the barrage of 1.19 patches. I'll hopefully have it resolved once 1.2 comes out.
As far as the portrait thing switching, thats a known issue with the game, not the mod. Even without mods, you'll see NPC portraits getting swapped and such, but as mods add a lot to the game, you end up noticing it more. Hopefully this gets resolved soon.
As far as the ranger's boots go, they are only wearable by a few modeltypes (EmpireMale, KingdomMale, IroneerMale, WraithMale, TarthanMale, MancerMale, and AmarianMale). Basically, all male modeltypes that use the smaller model.
Awesome! thanks for the hard work!
Hmmm... I don't think I was very clear on what I said. The two questions in general I'm talking about is the Lost Expedition and the Search Continues, the notable locations I went to should disappear after the next notable location spawn happens right? since they are chain quests the original location should disappear yet they don't with those two quests after you've finished them.
I hear ya buddy. Honestly, I wanted to start a new mod project, but it is just really hard to pull together the interest to do so.
How I "solved" the issue of boots like that is just using a fallen item-model, and giving it no supported modeltypes at all (= every champion can wear it).
Could I use some of the weapon models in this in my mod please?
By all means, go ahead. I'm using the stuff that comes with the game (but not hooked up), plus the 3DGrunge stuff.
On another note, I'm hoping to get an update up soon, I've spent some necessary time away, and I want to clean up a few things.
Though I may wait for 1.2. We'll see.
Might want to look into some of the skills of the new champions, one in particular is the mend group ability, which heals wounds per 1% per intelligence point. At the moment that skill no matter how high you raise the intelligence of the champ heals nothing... doesn't heal one point at all.
Great stuff been enjoying it immensely. One question though, it seems again that certain NPC's and almost every female npc cant get the Journeyman's cloak and other items. Is this done on purpose or just a bug somewhere?
Thanks Impinc
@ Impinc: Is the thing with starting Champions which serve as the janusk-template (and possibly others, lategame they appear on-masse possibly replacing any first-level fallen heroes?) changing into that Ankin-Guy (the Quendar with the pinpoint ability when he doesn't come up as Janusk anyways.) after each reaload (provided the reload is after Seson 1 when Janusk has allready apeared...) another glitch from the mod (sometimes the wraith Paralize-Guy changes) or is it a glitch from the base game? If its part of the mod you might want to look into it. Can be quite annoying. Champions changing abilities and art in a running game can be quite annoying. Also thanks for looking into the rangers_boots thing...
Changelog for v1.4:
- Fixed issue with Ranger's boots not being equipable. It's still limited to all of the smallerunit models (also added compatibility if you're using Distinct Factions).
- Changed Mend Group ability to heal 25% of the caster's intelligence.
- Finally fixed problem with the first two quests not "completing" when they are completed. [Find the lost expedition, and the search continues]
- Added a couple of fezz caps and few more bandit hats with different stats (So there's more variety from the old garrisons).
Sorry it doesnt have more content, other than a couple fezz caps. I can make quests work, I'm not good at making up the story behind it (plus I don't want to repeat myself).
Please don't apologize... your mod has made the game worth playing. Thanks for all of your efforts!
impinc,
Just a quick observation, the new hats you added aren't hooked up in the code to be wearable items. I can get them, but they don't show up in my inventory.
Doh, will fix for next update.
Uploaded version 1.41 to fix problem with fezz caps not being equippable.
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