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
This mod is simply incredible! With this, Elementerra, Heavenfall's expanded factions, and my own house-brand factions, I'm having a blast. Thanks much for all the hard work. Looking forward to future versions.
No, I don't think so. I didn't add any armor to the mod at that point. However, with the new version (0.962), there are a couple armor pieces only meant for the skeleton. It's prereq'd to a nonexistant tech, and the unitmodeltype is set to a nonexistant type as well.
I have uploaded version v0.962. There are only a couple a changes. One, most importantly, is that the skeleton now looks like a Skeleton! The model was actually done by someone who worked on the Undead Rising mod, but I'm not sure who. Speak up so I can credit you. Heavenfall then tweaked it to play in the game. Note: The skeleton model has about 7 times the poly count of a normal model. I hope this doesn't kill people's machines. I tested a few out on a test map, and it seemed fine, but let me know if performace is dragged way down (I may have to remove it). The other thing I did was to create a giant skeleton captain. I like the bigger models, although I will have to replace that medallion, as the larger model scales don't translate well (you only see their mid-section).
I haven't done much to the mod lately, as I am awaiting news of the new modding czar. There are many questions to be asked, and hopefully I end up being able to do some new things with the mod I haven't been able to do before (right now I'm mainly thinking quests).
The new skeletons look FANTASTIC. Aesthetic improvements like this go a long way to improve the quality of this already wonderful mod. Thank you for including it.
Also, I was curious if you have any plans on incorporating a (or making an alternate to satisfy purists) version of this mod that incorporates the additional races from Heavenfall's Expanded Factions (and if this has been discussed already, I apologize). As I continue to play and enjoy the incredible depth your new NPC's add to the world, I can't help but think how much more unbelievably INCREDIBLE this mod would be with Heavenfall's new races thrown into the mix (assuming Heavenfall is fine with it). In addition to all the wonderful new recruitable NPC's from empire races we already have now, to add recruitable goblins, elves, demons of the death legion, lost souls, angels, etc. etc... it almost gets me salivating just thinking about it.
Again, thank you so much for your work!
Victor, I run both ACP & Expanded Factions together without a problem, are you seeing an issue running both at the same time? You should be able to just install both mods and use them without issues. Now creating goblin heroes, lost souls, angel heroes is another matter, but you should be able to run the mods at the same time.
^ No, they indeed run perfectly fine together for me. I'd like to know if Impinc has ever considered (or at least open to the idea of) incorporating Heavenfall's new races into ACP.
So then we'd not only have new recruitable NPC's roaming the world from base-game empire races, but ALSO new Expanded Faction races.
@ Victor5: I asked Heavenfall about this earlier in the thread, said that Expanded Faction NPC's would be a sub-mod to ACP (see my mod for Elf Upgraded Weapons). Go ahead and create some, release and see how they do. I also think this is an awesome idea, especially paired with Kenata's new ability lib.
@Impinc: The new skeletons are fantastic, just had to say. And you asked for ideas, here are two for a start:
1) Military Leader NPC's: I think these would be higher level recruits, and should focus on leading armies rather than just being personally kick ass. They should have some basic equipment, probably of the same level as them (no padded armour) Since your aware of kenata's abilities, I might be preaching to the choir, but something along the lines of:
Urxen Battle Howler: Intimidate_Defend, Intimidate_Attack, KickBack
Urxen Battle Master: Intimidate_Defend_Group; Intimidate_Attack_Group; Mend_Group; Rally_Assault
Quendar Hero Hunter: AllOutAssault; Mark_Attack; QuickStrike; PrepareDodge
2) Techs in Notable locations: one thing I have really noticed is that there are no ways to advance tech's through questing. Some notable locations where you are fighting over a library or blueprint cache that gives you X tech points would be great. Especially if if could be in specific tech trees:
"At the inn a crusty bearded man complains of the brilliance of the building plans he had to leave behind when darklings attacked. Will you retrieve them?". {Fight darklings, get 10pts of Civilization / Imperium}
"A Sage's Request" is my favorite in ACP because it allows me to be more strategic in the order I research spells (ex: spend time on Healing now, will jump start Level 2 when I can take out that apprentice...)
1) Sounds good, I'll add them in for the next version.
2) There's no way to specify which tech area you get points (civ, warfare, etc). In fact, I've tried to do goodiehuts which reward you with research points, but it doesn't work. Not sure why, but I also haven't tried in a quest.
About the upcoming version...It's going to be a bit before I release another version. Basically, I'm ramping things up for a 1.0 release. It should be pretty badass. The Artifact mod will be integrated for one (wooo! magic items rule). The other thing that's going to be added are "string quests". The idea is it's one big quest broken up into 5 "stages" (the 5 quests levels), and will all tie together with the story and characters aiming for a more epic feel. Version 1.0 will probably only have one of these as they take a LONG time to do, but more will be added in the future.
1) Cool, I will leave you to it then. I trust you do not need my nerd support to come up with interesting groupings of abilities for NPC's. If you are interested, just let me know...
"String quests" sound like both a lot of work and fun, go for it.
Nice to know you are integrating Artifact, makes life simpler for the multi-mod folks.
2) Well that makes sense, although it does suck as a limitation. Have you considered adding in some super-civ booster NPC's for kingdom? These could work especially well as a quest similar to wolves, only you don't get a choice, just someone cool:
"Great Sovereign, my master the great sage Tezla is being held by bandits and forced to create nefarious things for them. Please save him, and he will repay you with service." {Fight powerful bandits with special abilities / equipment, get a NPC that adds +3 Tech pts, +10% tech generation to city}
3) Magic Items Rule:
Have you thought about adding in some low powered items? Check out Murteas Grimoire if you need some examples of fun one off spells to link to consumables.
https://forums.elementalgame.com/402601
Everyone else should just check it out due to the huge amount of fun it adds to the game. Gives all kinds of strategic options early game; my favorite so far is having to make a choice to:
A) Run sovereign away from group of club monsters, leaving poor peasant to his fate.
Fight club monsters and burn through all my mana between "Arcane Missle" & "Heal"
1) Hey, if you want to keep giving ideas, I'll keep accepting them . My well run kind of dry right now, so the help is appreciated. I can handle coding the XML just fine, it's the ideas I'm slowing down on.
2) Not a bad idea. Perhaps as a higher level quest kind of thing.
3) Well, seeing as artifact will eventually be included, I think that will fill that gap. The artifact mod has weapons from level 1 thru 5, so it should cover all areas of the game pretty well (unless you get unlucky and dont get many near you). I do however, want to add more magical objects like rings, amulets and the like. I've added a few already, but want to add more. I'll probably add a couple for version 1.0
You wanted ideas, here I go. All abilities use kenata's ability library internal names or ACP abilities (I like Brave Sir Robin). Previously suggested Military NPC's are listed for completeness (and because I had a better idea on one). I was aiming to give each Fallen race 2 new NPCs, a 3rd teir powerful hero and a 4th tier unit that could act as a general. I am going to use roles rather than making up names, anyone else inspired to write back stories, etc please chime in.
Urxen: Strike me as being more organized and better with teamwork, so they get champions that are meant to be used in conjunction with other units:
Battle Howler: Intimidate_Defend, Intimidate_Attack, KickBack
Battle Master: Intimidate_Defend_Group; Intimidate_Attack_Group; Mend_Group; Rally_Assault
Quendar: Sneaky and fast, seems more likely to use ambushes, etc. Hero Hunter in particular is meant to be used to eliminate a targeted champion in an army and then get that valuable unit out. Collateral damage on units left behind will vary.
Duelist: PrepareDodge; TakeAim; BypassingStrike
Hero Hunter: AllOutAssault; Mark_Attack; QuickStrike; Brave Sir Robin
Trogs: All about the uber strong individuals, with their general being able to hold cities on its own centered in a motley collection of units.
Duelist: ArmorRipper; PowerStrike; StunCity Keeper: Mark_Defense; Intimidate_Attack_Group; Hamstring; PrepareHeavyDefense
Trog Duelist Flavor text:
First Fallen: "That was a murder, not a duel; he knocked him unconscious, ripped off his helmet, and caved his head in!"
Second Fallen: "That is how Trogs duel. At least he didn't eat his.... wow, that is gross."
Wraiths: Had a harder time with this one, as they seem so much different than the other Fallen and INT is the least used stat. I decided to go with units that are not individually bad asses but would be strategically interesting.
Healer: Mend_Unit; Mend_Group; PoisonShotMaster Archer: PoisonShot; PinDown; RootingShot; WildShot
Thoughts?
Hey impinc, I think since the artifact mod isn't really in active development (ie - updates are weeks apart) I think there's not much point in keeping it as a separate mod. So if you're ready, I'd like to move it over into this mod.
I'm not sure how you want to handle the different versions though; there's one without kenata's updated weapon abilities, and one with. They have about the same amount of downloads. I guess theoretically you only need to include the UW version, since the abilities linked in the artifact mod will just be dead ends if the abilities don't exist (ie the player doesn't have the UW mod).
I've also considered doing a similar mod for rings and armor pieces and whatnot.
The primary problems here are:
1) How do I make the AI use it? Armor is used when it has the highest armor value of anything the champion has. I'm EXTREMELY reluctant to give the player access to even higher armor pieces, as it is already possible to build indestructible heroes using just the basic armors/rings available. So the obvious solution here is - give the armor the same armor value but add different stats. But then we're back on square 1 - the AI won't use them.
2) Does the AI even use rings and such? I've never bothered to look. It seems like the AI often has hundreds of thousands of gildar, and yet I see enemy champions go into combat with nothing but a battleaxe. I'm just assuming that the AI is equally worthless at equipping rings and things.
The other major concern I have about doing rings and amulets is that you can just keep stacking them as long as they don't have the same internalname - wearing hundreds of rings (as long as you find them). I wonder if we can restrict it using a custom gameitemtype <Type> tag. I'll have to test that. If you could wear only X amount of these rings, balance would be possible. Edit: tried making up a custom <Type>, it just ended up as equipment and you could equip infinite amounts of them.
Edit2: How about magic cloaks... that slot works like a normal item - one slot equippable. Dunno if AI uses them, of course. Will have to test.
Ok, just wanted to post a little update here. Version 1.0 is coming soon. Artifact 2.1 will be integrated into ACP. If you have Kenata's Updated Weapons mod installed, and would like artifact to use it, there will be an additional zip to apply the updated weapons version of artifact. (By default it will install artifact without the UW version, which will work either way).
One last thing I wanted to add into the version before releasing is a level 5 quest. I'm putting the string quest idea on the back burner right now, as there is no way to guarantee the next level shows up. It would really suck to have one, or more levels of the quest not show up.
I could use some help cleaning up the little things now. I've gone through and changed a lot of the icons for the abilities in an effort to better match them with the ability. Not all are great, and if anyone would like to submit a better icon for anything, please do. Or, if you think a different icon from in game would suit an ability better than what's there, let me know.
Also, I need help with the graphics for the quests. Right now, they're all just copied from other quests, that I just keep using over and over again. It'd be nice to have some graphics that better fit the quests (the images you see when presented with text from the quest).
Savage Strike?
So I came across a Darkling Warrior in the Ranger Boots quest, it has an ability called Savage Strike, which looks like it does 3x damage unmodified to a target. I had this thing oneshot a level 5 hero. Not cool.
Personally, I don't think there should be multipliers and true damage mixing in the same ability, it's too good.
I would change it something like "does 150% damage of base strength to target" but it's like a normal attack. And you should probably suffer a defense penalty on the rebound attack.
I wasn't able to find it in the files to comment out the ability. I'll have to look more thoroughly.
Thanks,
Ishantil
P.S. Great work on this mod, my man. It's really making things interesting.
Believe it or not, that's actually an in game ability and monster. Seeing as there are already 10 guys to fight there, perhaps I will just lower one of their levels. There are 3 darkling warriors in that battle, one of them is level 3, so perhaps I will make them all level 1. Heh, wait until you get the guarded resources! Also, the Fresh ruins quest has some badass battles as well. All the quests are designed to have tough fights (assuming you will have an army with you). None are designed for JUST the Sov. I suppose I should post a note about that in the original post.
That would be why I couldn't find it. Sounds like it needs to be fixed, then. 3x unmodified damage is silly. Being able to oneshot heroes is kinda lame.
Sorry to blame your mod when it wasn't your fault. I'm loving the added content, by the way. Keep up the good work!
No problem, it WAS my fault, really. I never even realized they had a special ability. I replaced the 3 darkling warriors ... one is a darkling giant, and the other two were changed to regular Darklings. I agree, 300% attack is a bit much. Not that the darkling giant is a push over, but he doesnt have any special abilities.
This change will come in version 1.0.
Oh yeah, the string quest idea is going again. The reason I had reservations about it is that there is no way to 100% guarantee that the next part of the quest spawns. What I will do instead is have 3 duplicates of each part of the quest. Even though it's still not 100%, it's close enough to give people a chance to continue on with the quest. Actually, doing it that way will allow us to eventually have all 3 "duplicates" be different from each other, but achieve the same goal (to further along the string quest).
One other thing I was thinking. As this will be epic, it will probably be game ending. In that, when you get to "Act V" (quest lvl 5), and finish the quest, you win. Basically, an alternative to the Master Quest (the forge thingy). I'm starting to get excited about this, it takes a lot of work, and only some planning has been done, but I think with this kind of quest, more people would be inclined to get to the next phase of the quest. It's a nice break from the constant slaughtering of neighbors .
He walked up and hit my hero for 36 damage raw. Bam, dead. That wasn't really nice. I mean, I reloaded (I usually roll with losses, but that was silly).
Those replacements sound good. The current game I'm running, so far, it's just me against the wilds. I haven't met a soul yet. And with this and a few other mods, I'm having a place trying to pacify the wastelands.
Looking forward to 1.0!
36? Modest #'s for sure...
I will assume you have not faced any Scions yet then. I have seen their Strike ability (3X your strength) do as much as 89+. Now that is truly Brutal. Just saying...
Hey impinc, if you are looking for some extra monsters check out Garrote in coremonsterunittypes.xml
http://img824.imageshack.us/img824/8195/elemental1295011206.jpg using a white skin colour, but others are absolutely imaginable
POSSIBLE BUG:
Has anyone else seen Zombies running around with 0 Attk 0 Defense? Full hit points, act normal, have just been nerfed to nothingness.
It's probably the stupid medallion problem. Things are working much better now. Just working on the string quest, then 1.0 will be released.
^ I've been seeing these nerfed zombies too (quite often actually). Didn't mention it because I wasn't sure if it was done purposely for some reason.
Possible Bug: I've been chasing this dragon all over the map. Each time I go to the Dragon Fountain where the dragon is supposed to be, it spawns a new one, and gives me those two magic items (essence amulet and dodge whatever). I think I'm on my fourth one, now.
I've also noticed the 0 attack zombie problem.
Version 0.99 has been uploaded.
This has now been fixed. I went through all the quests again, and fixed any issues I came across. This took several hours, I regret to say. BUT, it's all good now. One thing I did was to make sure you didn't get the next objective before entering an encounter (like I've noticed lately with some quests).
There's one new quest added. The string quest is not done, and will take a while. I wanted to get this version up because it contains artifact, and I tweaked a lot of things.
Let me know how the spawns are looking now. Before I noticed level 1 notables were ok, but level 2 and 3 i didnt see any from ACP. I had to tweak the hell out of those, so they should have a good mix of all of them now.
The 0 att 0 def problem with zombies is no more. They still have no defense, but have 8 att.
There are many great features available to you once you register, including:
Sign in or Create Account