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
http://www.mediafire.com/download.php?ulv22ctc7allb3m
here's the shard adventure locations.
A couple of notes:
- I had to set magic immunity on the main huge guy. That makes the group immune to Tornado, so you can't cheese your way to the adventure location. Also, it prevents cheese like disablers taking them out completely in tactical combat. Magic is still viable as self-buffs, or used on the various creatures aiding the elemental.
- Rarity 25. Anything less than 20 and I would never ever see one spawn. 25 seems to be the sweet spot, possibly 23 or 24. With 25, I would see 2 or 3 spawn within 15 tiles or so of the player's capital. Obviously this will need to be slighty lowered as we introduce more of these types of locations.
- All the huge elementals have the modifier to never counter-attack. I wanted to keep as much of the damage as possible in the hands of the AI. This makes the damage output high and focused, instead of extremely high and completely spread out (as the player cycles what unit to counterattack on). They also have a movement buff that makes them move extremely quickly (combatspeed is still 4 though). I hated the idea of a giant elemental "slowly lumbering about", these should be huge and quick.
Oh yeah, when you add these to the ACP after you've tweaked them, make sure to remove the old goodiehut "ancient civilization" or something like that, that one would give a free world resource for nothing (it's the old one I made).
Changelog v0.95
I didn't keep as good notes about the changes I made this time around, but I'll do my best.
- Adjusted rarity for goodiehuts so they don't push out the core huts. Further tweaking will resume as more are added, and time goes on.
- Adjusted liklihood of treasure for some of the huts, and added metal to a couple more. Traps shouldn't be quite as common now.
- Adjusted stats on NPC heros so they aren't quite as powerful as before. The core stat for each race remains pretty high.
- Adjusted the bandit archer for one of the quests. He shouldn't be quite as powerful now.
- Added in jmccrea's bios, quotes, and hiring text for all NPC recruitables
- Added in Heavenfall's Guarded shards. One of each type. These are level 5, and you better be ready, this is no easy fight.
I'm sure there's a few more things I did, but forgot about. The biggest things for me are the lore for the NPCs and the guarded resources.
LOL i had just Dl the mod again, cause I saw an update, but didnt read anything. Was playing and came across one of the healers and I clicked on her and saw my bios and geeked out haha. My wife was like laughing at me. I was like, my bios are in the game, which was then followed by my doing the funky chicken dance for about 10mins...lol thanks again for putting it in there. Like I said, if you make more new ones give me a heads up and I can do more. And if you think they are too short, i can always add on.
Ran into something strange, I did a quest and a nobleman then gave me a choice of 4 people. I picked one and got a champion, but I can do nothing with them. Cant arm them, give armor or anything. Did another one, got a female champion...again cant do anything or even marry her. Just wanted to let you know.
Also, been finding champions and their twins haha. ive seen a couple of the exact same Champion, though the stats were just a wee bit off. Same name and clothes though. Never seen this before.
Yeah, I've been trying to get that one to work. It seems you can't have a champion join you in a quest. Although, it might be a matter of using the correct tags. In the next version I will at least give them weapons for the early game.
I've seen the card's duplicated before. Usually a reload of a save fixes that. I have seen some duplicated before on a large map. I think the engine is still doing some weird things.
I started a few games with this mod installed last night, just wanted to say that I think the distribution of stuff in the early goodie huts is much better now. Also the floating weapons are fun new monsters.
"I think the engine is still doing some weird things" > I think you might be right about this one, as sometimes I get a map with loot scattered in a way that matches the "normal" game, occasionly I was still getting the goodie hut barren map issue that happened in .91. For me it might also be a multiple mod issue; I am using Heavenfall's Elementium Churners 1.3, and if I found elementium the map was "rich" in everything, if I never found any it was barren. Has anyone else noticed this?
POSSIBLE BUG:
Hey, I have been playing with this some more and it seems like there is an animation delay happening with the bodiless weapon monsters. It seems to be when targeting them with spells and ranged attacks (I am also using Murtea's Grimoire mod, Arcane Missile is what I have seen it the most with). Normal attacks and Upgraded Weapons special abilities seem unaffected. Link to others reporting the issue in a different thread:
https://forums.elementalgame.com/402428/page/2/#replies
Anyone else seeing this?
I am also seeing the animation delay and am using Murtea's Grimoire. In version .95, saves are corrupted after I've opened a goodie hut that has a shard in it. I don't think it's one of Heavenfall's goodie huts as they weren't guarded. I've tried it twice and both times the saves from after opening the shard goodie hut show a blank screen - no cities, people, or UI. I think the goodie hut was a level 4. Anyway, thanks for putting so much work into this mod, it adds so much to Elemental and it's an incentive to research the adventure techs! Love it!!
I'm not sure what is causing the saves to become corrupted. I've asked the devs for help, but they're away on holidays for now.
A couple bugs I have seen as well.
1. Debug error states a problem with the "Smoke bomb" ability.
Debug Message: WARNING: Spell Smoke Bomb has no target type, but has city or unit target modifiers. Need to specify a spell target type to know which types of units or cities are valid targets
2. As notes above NPC that join after quests are only semi-functional. Can not equip them or trade. They do move and fight.
3. Floating weapons do have a delay in Tac combat.
Other then that, the mod is awesome. I about fell out of my chair seeing the stats on the Fire Shard elemental and the Slag. Great stuff! Great work!.
Regarding the corrupted saves with the shard huts - I downgraded to version .92 and the problem is there also. It only happens with the shard goody huts at level 4, the resource huts are fine. Really enjoying this mod!
Thanks, the problem does indeed seem to be related to the new shards. We're working on a fix now.
Hey everyone, sorry was away for a while. Needed some time off from Elemental for a bit. Anyways, a new version will go up either today or tomorrow with fixes for the problems you guys are having.
1. The animation thing is a bummer. I'm not sure there's anything that I can do as a modder to fix this, other than to remove the floating monsters. They'll still be in the XMLs, but commented out, in hopes that some day we can get it to work right.
2. The save thing is quite annoying. I haven't had it happen myself, but if I am that far in, I've used cheats, and I'm testing other things out, and don't save. Thanks for the clues to everyone. It DOES appear to happen when you get one of the shard huts on level 4. Then the map goes blank upon save. It seems the engine doesn't like custom shards. Or it doesn't like them to spawn like normal resources (shards are handled a bit differently than any other resource in the game). Not sure, but this hut may have to go away for the time being. Sucks not finding new shards, but it sucks more to have your save game corrupted.
3. That debug message about Smoke Bomb that capn mentioned...well, I wouldn't worry about it. I know the ability works, as I've used it myself. The only thing that's weird is that unfortunately, the actual smoke bomb effect (cheesy, I know) plays in the tile you teleport to (it was supposed to be in the tile you started in, not sure if I can change this however). It may be saying that because the way the ability is setup, you cannot move to an occupied tile. So, there IS no target. The engine seems a little mad, but it's begrudgingly doing it.
EDIT: Actually, after look at it, I tried to have the unit able to resist counterattack for 3 rounds, but can't, as you can't target a person, you have to target a tile. For now, it will just be a simple teleport. I'll try to get the counterattack thing working later.
I'll probably add other stuff, or tweak things as well. Not really sure right now, just wanted to post this so people know that the problems are being addressed.
Ok, uploaded version 0.96.
- Removed the floating monsters for now (they are still there, just commented out for now) until the animation thing can be figured out.
- Fixed save game corruption problem with level 4 goodiehuts which spawn shards (Thanks Heavenfall!)
- Removed counterattack buff from Smoke Bomb effect, as it wasn't working anyways. This ability will be worked on for the next version.
- Fixed both "wolf" quests in the beginning to actually have a champion join you, rather than a useless unit. One of the quests gives you a choice of 4 men, the other gives you a choice of 4 women to join your empire/kingdom. Now, you can get a spouse fairly early on, as these quests are level 1.
Nothing new has been added for this version, just cleaned up all the known bugs/issues for now. There IS one exception, however. For the guarded resources, make sure you do NOT auto resolve (other than testing, i don't see why the hell you would). If you do, the goodiehut stays there, and you can't access it. Not sure why it happens, but i don't think it's anything in the mod specifically, just the engine being obtuse.
Once again, don't auto resolve the guarded resource monsters! I debated just removing them all together, but I felt it's not that big of a deal. However, if people want me to remove it, I will. I just think the chance of gaining another shard is worth the minor inconvenience of the auto resolve bug. It's also the fact that the battle is so tough as well.
but I loved the floating monsters!
I'm glad to hear you found and killed the save game bug. I'm loving this mod and Heavenfalls stuff too. I hope at some point SD gets the coding portion of the modding opened up so we can see how far this game engine can get pushed.
Well you can un-comment those if you miss the great scimitars of death.
Thanks Impinc and Heavenfall, really love the mod.
Just to throw my lot in with something that might help find the problem. I've noticed that if the game cannot find a resource file it will spend ages doing nothing before continuing on. It may be that with the floating monsters there is something it is trying to find but can't?
How do you uncomment them?
No need. The next version will have them again. Again, thanks to Heavenfall.
Uploaded v0.961.
Floating weapons of doom are back! No ranged/spell attack slowdown (at least nothing more than the usual ).
The Floating Head is using Fireball now. Got killed earlier. Seems to be secondary "burn" effects in action? Took the standard 12 pain, then watched +2, +1 float up as I floated down. LOL!
The Scimitar of Death needs to be toned down a tad still. Came across one, in a group of 4 others, about medium based strength, and it alone had 142/88/42.
Not a complaint mind, just a heads up.
The only thing that remotely 'erks' me anymore is the visual appearance of the skeletons' models (skeletons wearing black shirts with a rib cage on the front of them sucks me out of the immersiveness a bit).
But enough griping; Everything seems balanced PERFECTLY from what I've experienced. Some creatures wondering around are quite a bit more powerful now (especially earlier in the game IMO), and that's what I love about it. I can't stand when I can simply slay anything that comes my way with my sovereign (rushing to safety can be a lot more fun sometimes).
I'm also happy to hear the floating weapons have been added back in, as I truly enjoy the diversity they add to the world. Love the direction this is going, and I can't wait to see what's added next to further improve the diversity and unique experience of each playthrough. So much incredible new stuff here... but still want MOAR!
Regardless, you've SERIOUSLY pumped quite a bit of life back into this game for me. Thank you.
impinc, love the mod, well done! However, is this issue relevant to ACP v0.961?
Best regards,Steven.
Yep. The head had that before as well. There is a 2 duration burn effect after the initial 12. It's a level 4 monster, btw. I know some of the monsters in here can be a bitch, but that's what I was going for. However, if anything in here feels impossible, then let me know, and will adjust. I'd rather the things in here be more difficult, than easy (there's already enough easy things to exploit in the game).
Yeah, that has irked me for some time. Unfortunately, I suck at moddeling, and that's what it would take to get the skeleton looking like a skeleton. What's in there is simply a skin over the normal male model. If anyone can make up the skeleton model, I'd be more than happy to switch it out with the skinned version in the mod now.
Also, if anyone has any ideas for more things to add into the mod, let me know! I'm kind of running dry for ideas right now, so any input would be appreciated.
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