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
I'm glad you like the mod. I too run the updated weapons, and expanded factions mod. I agree, with the three mods, the game has a lot more depth, and tactical battles are more interesting.
The difficulty shouldn't make a difference with the huts. Since you're the second person to mention this, I'll reduce the liklihood of the traps. I guess I've been lucky so far, and have found them here and there, but not too many (in comparison to the good huts). There are a couple which are only traps disguised to look like the core goodiehuts. These are a little different in that I've noticed (just speaking about level 1 here) that the color under the goodiehut is green instead of yellowish/white when it's a trap only goodiehut. You have to scroll into 3D mode, but I thought it was pretty cool how they seemed to have planned out doing not-so-good goodiehuts in the future (why else would the color change?).
It appears that the Battleform ability is still not functioning correctly. I'll get that fixed, lower the likelihood of the traps a bit (perhaps swap the likelihood of the nothing founds with traps?), and take a close look at the abilities to see if I can weed out anymore that aren't working how they're supposed to be.
If anyone notices an ability not working as advertised, let me know. I've tested alot, but there are 48 NPCs in here with 28 different abilities. It all LOOKS right in the XML right now, but sometimes there's a stupid error to make things not work. I'll probably get an update out in the next day or two.
Changelog v0.91
- Changed units in a problem with wolves quests from NPC to adventurers.
- Fixed Battleform ability.
- Fixed some descriptions in the goodiehuts.
- Fixed umberdroth pack goodiehut, you should now actually get an umberdroth for "treasure"
- Fixed swiftness ability (one of the modifiers wasn't correct)
- Changed GaleWinds from a straight 30% combact speed to ((DEX/9)*10)%. So if you have 18 dex, it will reduce their combat speed by 20%.
- Changed ground stomp so that it scales. Targets are moved back STR/12 tiles.
- Fixed a couple of typos and errors within the abilities.
- Reduced rarity on traps in all goodiehuts. Hopefully you won't be inundated with them now.
The next few updates are going to be smaller, tweak updates getting close to version 1.0.
I haven't had the chance to play much since 1.1 came out, but I am going to play this weekend. I'll let you know how things work. It's looking great.
Does anyone know if the ACP disables the 'normal' goodie huts and drops? I have now started a few games where I have never found ANY of the metal giving drops, means I keeping getting a phalanx of spearmen early game...
I don't see any indication that this mod overwrites the existing goodie huts. However, there are so many new goodie huts that you may just not be seeing the old ones (and/or the rarity of the new ones is higher than the Vanilla goodie huts).
No, it doesn't. However, the goodiehut xml file included with this mod is larger than the core one. So, that means some games you may end up with more from the mod than others. However, there ARE metal goodies within the huts. Almost all the huts have a random likelihood of many different goodies (from magic rings/amulets, weapons, gold, metal, materials, Units, shards, traps, etc).
I haven't played a game yet were I haven't seen some of the original goodiehuts.
I think you just had bad luck.
If more people complain about the same thing, I'll tweak the likelihood of the metal goodies.
Love the mod so far, and does it add variety to the game!! Woot! Just wondering about the descriptions on the npcs. They all seem to be as if they were sovs, and I was wondering if you will be going back and redoing that? A small thing, so i was just curious!
Thanks, I'm glad you enjoy it. I've had some help with it too, it's not all me.
For the NPCs I used the sov creator to make the units (so I could pick out different hair styles, skins, faces, eyes, clothes, etc in an effort to make them all different). Then, I copied the info over, changed the appropriate tags to make them recruitable NPCs, and added the abilities. The names are from the generator, I sometimes hit it a few times until the name was at least SOMEwhat pronounceable (although sometimes I gave up and just accepted it after 10 tries ). As for the descriptions, I want to go and edit them all. I just suck at coming up with stuff like that. If anyone wants to submit some stuff, by all means please do so!
So you need content for them? I like to do stuff like that. Do you know how I could look at the complete list you have added and iwhere I can see there pics at, Ill be happy to email you some content. Not going to guarantee its Stephen King Material or what not, but ill be glad to give you some bios if you want.
OK I found the npc files so I can make changes to their text. Im gonna also look to see if I can see what they look like, as that helps with bios. If I get this done, how can I send it to you? Just email that file?
Not nit-picking as i really am enjoying this mod. The following is for your information only:
I am playing as Tarth with a Tarthian sovereign. The new NPCs (empire races) that i hire cant wear any of the new armor i research, giving them a disadvantage of sorts. Not sure if this is intended.
Thanks again for the mod!
Since the game generates the portrait cards, I removed them a couple versions ago. I kind of wish I hadn't now. I guess the only thing to do is to create a test map with all of them on a map. I'll see what I can do tonight.
What I think would be the easiest would be to just put the name of the NPC, then the bio underneath including a quote, if you so wish to write those as well. I'll copy them into the XMLs once I get it from you. You can either post it here on the forums, or I suppose you can email. If you have dropbox, you can PM me the link.
I know this is a problem. Thing is, the fallen model is larger than the kingdom one. So even if I make the armor available to them, it looks weird and clips (you see the arm sticking through the armor). I'm trying to think of a way around this. I wonder if you make a non agg pack with an empire, can you visit their shop? I usually play as an Empire, and I don't usually sign non agg packs .
Just wanted to post something quick... a big thanks to Heavenfall for sending me the invisible model...
Coming soon to a mod near you....floating weapons of doom!
..and if you have Kenata's updated weapons mod as well, these guys will be quite nasty, as they will also have those nifty special abilities.
Ok, ill just meke some up and pm you with them. I only wanted to see them, just to help with the bio, because a few do have patches and stuff and I swear, some of the females are pretty than others lol!
I know I was quite lazy here, but I at least caught a screenshot of the NPCs cards. It's 47 of them, I missed someone somewhere, but I think that's enough. Here's the zip with the shots (47 jpgs).
http://dl.dropbox.com/u/8949112/Shots/NPCShots.zip
I found the one you missed, np on that. Im half done with them atm, and will prolly finish up on them by this evening or tomorrow. Im keeping them in the xml format for you, so it should be a bit easier for you to transfer them back in. Im trying to take a wide range on them, so some of the quotes are a bit out there. NOt sure if they will be a problem or not. I also didnt use any profanity other than maybe damn or some such. Well let me get back to them!
I don't really care about profanity to be honest. I can have quite the dirty mouth myself, but I suppose it should be kept fairly clean. Have fun with it.
Hey, just wanted to respond and say how much I have enjoy this mod, the no metal thing was meant to be balancing feedback not criticism. I have also been playing on large maps, which seems to do something funky with the loot distribution density. Can you modify the weighting of a particular drop to make the early game loot table a little more metal rich?
I have rolled enough dice (and have a knowledge of the laws of statistics) to the point that I know I am unlucky. I would also accept this as an answer Considering the value of having some metal early game, maybe just increase the metal drop rate on the 0 tech level? (nothing yet in Adventure/Domination)
I am working on extending Kenata's Upgraded Weapons, in particular for the Elves, so probably the metal thing extra annoyed me due to time to start creating units with the special abilities to actually be able to fight and check balancing. Thanks again for creating such an awesome expansion of the game's experience.
Cool looking mod! Someday, I'll actually get to use it (keeping my Mods folder clean for now for testing).
A quick idea on the 'Empire' NPCs not being able to use the Kingdom stuff. Maybe you could create a 'third' tier of weapons and armor, that appear under Kingdom but show Empire equipment? I realize that this may require modding a few files though (so that the other files know of the existence of these items).
You see, that Kingdom merchant actually has fingers in the black market... but doesn't show that stuff to just anyone (he doesn't want to get into trouble).
Obviously, NPCs & Sov's now have SOME mechanism that doesn't allow them to see equipment occasionally (witness the disappearing Traveler's Cloak).
I'm glad you like the mod. I'll adjust the liklihood of metal in the earlier huts.
[quote who="tjashen" reply="94" id="2850814"]Cool looking mod! Someday, I'll actually get to use it (keeping my Mods folder clean for now for testing).A quick idea on the 'Empire' NPCs not being able to use the Kingdom stuff. Maybe you could create a 'third' tier of weapons and armor, that appear under Kingdom but show Empire equipment? I realize that this may require modding a few files though (so that the other files know of the existence of these items).You see, that Kingdom merchant actually has fingers in the black market... but doesn't show that stuff to just anyone (he doesn't want to get into trouble).Obviously, NPCs & Sov's now have SOME mechanism that doesn't allow them to see equipment occasionally (witness the disappearing Traveler's Cloak).
Yeah, I'll probably add in the empire weapons/armor to the next version. I've also got the floating weapons I've added in, and a floating head which spits fireballs.
I should have this finished by tomorrow. RL stepped in, namely Christmas shopping and I had to finish an assignment for my class, but Im still going at it. Taking a bit longer than I thought haha, so I can completely understand why you just went with the generic text.
No big deal. It's not a rush. I end up releasing new versions every couple of days anyways, heh. Thanks for the help though.
Changelog v0.92
- Added the fallen armer to the kingdom techs. So you can now equip armor for the fallen heros if you are a kingdom faction. I didn't bother with weapons because those aren't locked by modeltype like armor is.
- Added Floating Club [Monster] - Level 1
- Added Cursed Shortsword [Monster] - Level 2
- Added Possessed Battle Axe [Monster] - Level 3
- Added The Head [Monster] - Level 4 (yes, a floating head, but it also can cast a fireball on you for 12 dmg, and 2 dmg for 2 turns)
- Added Great Scimitar of Death [Monster] - Level 5
- Added more metal drops to the earlier goodiehuts.
- Changed the drops to give weird numbers to give a more random feel (instead of 10, 20, 30, etc)
No weapons with two blades instead of one?
By the way, if you want to use anything from the expandedfactions mod, feel free to do so (ghosts, ghost armor as drops, death legion demons, you get the idea). Just keep the GFX structure the same, so a player with both mods doesn't end up with two identical files. Edit: Oooh, with a hollow body model you could even use the ghost armor as a "possessed armor", and use the invisible body instead of the ghost body).
Edit2: If you want any monster models turned into ghosts, I can do that.
Keep up the good work!
I'll be adding them in soon (the double blades).
Hmmm the monster thing I'll have to think about...maybe a Dragon? heh...
Anyways, I changed the rarity on the goodiehuts AGAIN. I was getting the "problem" of not seeing the original goodiehuts like a lot of other were. I lowered them down so that there is a mixture (this also makes it so that the artifact mod goodiehuts can show up too). It's a fine line...if you put the rarity too high, it will drop the core ones, too low, and nothing shows up. This will be fixed in the next update (most likely when I receive the bios from jmccrea).
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