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
Really enjoying this! The new string quest (so far) is excellent. The only thing I would suggest is more proof-reading of the text. Part of the text switches verb tenses at one point, and there are some typos/spelling errors here and there.
I'm really liking the objects that increase stats; I modded the game so that heroes get no points at level-up (since the AI doesn't take the upgrades), so the new items are very much appreciated! I was going to work on adding some myself, but maybe I don't have to...
Keep up the good work!! Looking forward to future versions.
Couple more things:
The TacMaps folder in the zip file is empty. Are there supposed to be maps included at this point?
None of the NPC abilities are showing up. I think this might be a conflict with my mod... I'll try running ACP with nothing else and report back.
Yeah, there was going to be a specific tactical map for the string quest, but it's not complete yet. It'll probably be in for the next update.
Let me know about the abilities thing, that's not cool if they're not showing up!
I tried plain vanilla with only ACP, and there are some abilities that appear to be broken. These are the NPCs I've noticed so far that have no abilities even though they have them in the xml:
Aniya
Imuuskaenial
It just happened that they were the first two I came across in the game I was playing. I uncovered the map and the rest of the NPCs that were present looked ok.
Ok, uploaded 1.01. Thanks Stuie_ for pointing that out for me. I had screwed up applying the abilities to all the Wraiths, so that has been fixed. No other changes.
EDIT: Uploaded 1.02. It contains spelling/grammar errors from the lost expidition quest.
The only thing I would suggest is more proof-reading of the text. Part of the text switches verb tenses at one point, and there are some typos/spelling errors here and there.
That is on me. Will keep an eye on it. Should be cleaner next edition.
Saved. Great looking abilities here!
I have noticed something odd with an NPC ability, I have a Wraith champ that has "Mend Group" but it does not seem to do anything. Other NPC abilites look good so far (1.01).
I also had some balancing feedback on the Cleavers; the idea and execution on these quests are great, but I thought the defenders to fight to get the Cleaver tech were a little weak. Maybe add a Zombie and arm all Zombies in the encounter with a Cleaver to add extra flavour to the quest? Ditto with arming some skeletons when going after the Dual Claws.
Updated Weapons Compatibility: The version of Cleaver that I got only had 1 special ability; looks like the other weapons only get 1 as well. (IMHO) This makes the melee stuff a little weak in comparison to their peers under Updated 1.5. Might I suggest adding another ability to each of them:
Cleaver: + Windup (its not a subtle weapon)
Dual Claws:+ Cleave (makes lore sense to me as you imagine a guy with claws spinning around...)
In a general modding question, why did you put in the UnitStat_CuttingDamage game modifier? I have not seen this used anywhere else. Is it leftover from an earlier mode of the combat system?
I'll check out mend group. Some of the abilities from the skill library i had to tweak to fit the race. EDIT: I just checked it out, and it seems to be correct xml wise. It's only .5% per point of INT, so if you have low INT, you may not notice much. I think I will raise it to 1% per point, and see how that goes.
Balancing this is kind of tough. The problem being, you don't know what level the user is going to be at. As in, what kind of armor/weapons do they have? There's no way to tell from modding right now, so this will probably be a contant tweak each update. Seeing as the clever one can spawn at the beginning of the game, I didn't want to make it too hard, but perhaps I will add a zombie 'leader' which has the cleaver. Although, honestly, I don't like the idea of zombies with weapons. Maybe I'll give it to the skeleton leader instead.
What kind of forces do you go into these with?
As for the updated weapons abilities, those sound good, I'll add them in for the next update.
As for the cuttingdamage, yes that is left over from an old version some time ago. It was added in a while ago, so that there may be seperate damage types, but I guess they never finished it, and it got removed. It doesn't do anything, as the tag isn't hooked up anymore. Hopefully sometime in the future they will add the different types in.
That probably explains it; I had been pumping points into that guys INT, but I think .5 might just be to low to generate an effect.
Which monsters get the weapons I am not fussed about; I kind of liked the idea of the skeleton raising zombie versions of the vagabonds and turning them against their allies. But I enjoy the undead like that; the main idea is that having the weapon you are about to get be used against you will help highlight that weapon's coolness. Since you are getting an awesome free tech out of the deal, I think these fights should rank as "hard" similar to Bandit Archer, pack of umberdroths, guarded shard, etc.
I went into the Cleaver fight early with a party of 3 champs (all I had) + sovereign + summoned spy. This balance thing is also probably a function of using multiple mods; I had some loot from equipment caches, Updated Weapons so the hero's staff / club were useful, cast Arcane Missile a couple times to soften them up (from MG). The Dual Claw fight seemed good where its at, maybe just add a skeleton / some weapons.
Thanks for the info on the tag; I get nervous about having unassigned / superfluous variables active in code, but that is just professional habit. Maybe comment them out till they can take their rightful place? I still think floaters are having an impact on performance, but with the 1.2 beta underway, not going to try and exhaustively test to pin this down.
Uploaded 1.03. Couple of simple fixes.
- Added spellsubclasses to all abilities so AI is a bit more intelligent on how it uses them.
- Removed old UnitStat_CuttingDamage tags, as they are not hooked up anymore.
- Added Windup to cleaver, and Cleave to dual claws.
- Changed Mend Group from .5% per INT to 1%.
Just mainly wanted to get the subclasses in there so the AI uses the abilities a bit better. Part II of the string quest is coming along well, and it should be done fairly soon.
Hey imp, those look like some simply awesome fixes to me! In my latest game tactical battle performance on my 2 machines seems to have been much improved when using NPC's & weapons ( tested in 1.19). Nowhere near the same number of unit tile jumps, skipped animations, lags, hangs, non-appearing special ability text, etc. Not scientific, but the code cleaning seems to have helped. Cheers N s.
Version 1.1 will be coming sometime in the next two days. Lots of weapons will be added, along with some shields, and helmets. I've updated the OP to show all the new stuff that will be available in the mod. I've added them all in, I just have to add abilities to them, and put them as treasure within the goodiehuts.
Some of these weapons are from 3dGrunge, and the rest are in game models. It's amazing how much stuff comes with the game, but isn't hooked up through XML.
Hey impinc, how do you go about locating and hooking up those objects? I was going through the Gfx/HKB/Props/Thumbnails folder, and I found more than a few thumbnails of objects that are definitely not in the game, but that I probably could use...
I just had a few ideas, not sure if they are doable , and I haven't got the hang of modding....yet
1) Spell - Imbue Weapon - Desperate times, desperate measures, right? You pay x upcost per turn to turn one of your weapons into an animated weapon like the kind you encounter, should be attained only through questing and probably high level to keep people from spamming it, and the Enchanted weapon shouldn't level up to mantain some sort of balance.
2)Alchemy - An rpg fantasy world without alchemy?!?! How come it hasn't been tried yet? You have so many different kinds of monsters which could drop odd ingredients and use them to create potions or whatever, or even better, creating items to help you focus your channeling for powerful spells.
3)Scrolls - Single use magic spells, there are items to summon golems, so why not a scroll of fireball?
Don't know if this could help, but let's say you do a quest where you can get a champion, why not make some sort of item that summons them permanently after the quest, and maybe that could fix the problem?
Look in Gfx/HKB/Items. That's where I grabbed most of the stuff. .hkb files are the models used in game. So, you have to make a weapon through xml (or just copy one that already exists, and change the modeltype - make sure you have a unique internalname). Then, you can give a unit that weapon through xml.
1) I had originally wanted to do something similar to this. The idea being you could summon the floating weapon during combat. But, alas, you cannot summon units in tactical combat. I can make a strategic spell similar to summon familiar, just summoning a floating weapon. I'm not sure there's a way to NOT let units level up without heavy modding. I can make it act like a regular unit (where it levels up, but you can't add points, they basically receive an HP boost).
2) I've been thinking about this lately. I suppose we need to add more items in to make these concoctions. This is something I plan on adding in sometime soon. Just realize quests take quite some time to do (and test), so these kinds of things take a bit longer to integrate into the game.
3) I've wanted to do this for a long, long time. However, I haven't been able to get it to work. Either you cast spells, or you don't. Granted, you can have abilities as well. Basically, as soon as it's possible, I'll add them in.
What problem are you speaking of? There's three quests already in here that you can gain a champion. They dont disappear after the quest is finished. The problem I AM seeing, however, is that you can't seem to marry them. I haven't seen anyone else complain about this, so maybe I was looking at another unit.
Version 1.1 Released
- Added 3DGrunge models (weapons/armor)
- Hooked up a bunch of ingame assets which aren't being used by the core game (Weapons/Armor)
- Added new weapon models into artifact
- Generated new list of weapons for artifact. Now with more variance of weapon appearance due to the new models (more to come for next release)
- Created a duplicate Equipment Cache to dispense newly added armor. Much more to come, with varying stats. The goodiehut will also not be called Equipment Cache, I just want to get these out there for now.
- Some of the weapons listed in the OP are in random goodiehuts.
- Level 2 of the string quest added in. ("The Search Continues")
- Slight tweaks of goodiehut rarities
I also updated the OP to reflect all the stuff added in so far. I plan on adding more, and also adding a couple more quests. Level 3 of the string quest should be ready by then as well.
impinc, I may be mistaken here but isn't there a lot of room for simple quests for/with materials?
For example, you could have a quest that just sends you to find item X (let's say it's three dragonscales). Dragonscales obviously drop from dragons. These particular dragons wouldn't actually spawn from the quest - rather, the player would have to search the world to find them. Then they could be turned in, and the player could face a choice of what piece of armor he'd be interested in. These quests would suitably be repeatable (I think there's such a tag).
You could also build in limited crafting that way - then you wouldn't need to make the weapons drop from monsters or quests, just the components, and control the rarity that way.
Thanks! I could have figured that out myself I guess I tried adding the two unused kingdom houses, and though I got them to show up in the tile editor they didn't have any textures so they were all black. Clicking on another object does add a texture to them, but it's all messed up. So I guess these objects aren't hooked in properly? (I'm a total noob at this graphical stuff )
Uploaded version 1.2
- Included new version of artifact. Now includes over 80 different weapon models. (MOST are ones that come with the game, but not hooked up through xml, or rarely seen in the game. There's also the 3DGrunge models...I think about 10 or so of those).
- Included new tiles from John Hughes for Levels 1 and 2 of the string quest.
- Included updates/fixes for the first two levels of the string quest.
Not too much different here, I just wanted to get the new version of artifact in there for everyone to enjoy.
EDIT: Like an idiot, I forgot to thank Heavenfall. He was a big reason why there are so many new models in artifact now.
I noticed that items can carry multiplier bonuses as well as additive bonuses.
vs
<GameModifier> <ModType>Unit</ModType> <Attribute>AdjustUnitStat</Attribute> <StrVal>UnitStat_Attack</StrVal> <Multiplier>1.5</Multiplier> </GameModifier>
but I can't think of a good way to make use of it. First I thought it would be cool to move toe bonuses in the Artifact xml over to that, but I think that would make it even harder to balance. On the other hand, it would require a real investment from the player to boost a stat - he couldn't just find scimitar of sonic overpowering and gain 300 charisma, he'd need to spend his points in charisma and the sword would make that more effective.
I guess items with such bonuses would become redundant much slower (and that may be good or bad depending on the scenario).
It might be a good idea to have a series of staffs, not necessarily in the artifact mod, that simply boost the intelligence of the wearer by 40-50%. It could also be set up to reduce the armor/dodge of the wearer. Thoughts? (edit: the train of thought here is that when these staffs are in use, they actually overpower the user's ability to defend himself. As seen near the end of one of the harry potter movies)
I've been wanting to add staffs in here for a while. I just need to take a bit off from the mod (hence the DF mod). Once I get things closer to being done on that mod, I'll put more work into here. This is not to say there won't be updates to ACP (still working on the string quest, level 3 is coming soon). The updates just wont contain as much as usual. At least not until DF gets closer to completion.
Uploaded version 1.3
- Thanks again to Heavenfall, we now have more variety in artifact. Now, dual wield weapons aren't always the same weapon (for instance, you can have an axe with a shortsword).
- Added Elementerra_ACP_MapObjects.xml file (in MapObjects folder) to allow ACP goodiehuts to show up when using an Elementerra 2 generated map (Note: You have to change the mapobject file Elementerra 2 uses which can be done within the map settings tab. Then, you will have to generate new maps. Any maps using Elementerra 2 before changing the mapobjects file will still work, they just wont have ACP goodiehuts in them)
Just wanted to get those two updates in there for everyone. I got all depressed when I fired up an Elementerra 2 map, and it didnt have any of the ACP goodiehuts. But now, I've added the mapobjects file, so things are good.
A little example of the new mixed weapons in artifact: http://img6.imageshack.us/img6/7299/elemental1297838648.jpg
They're aesthetic only, they don't cause any mix of stats or updated weapons abilities. Still, it's something that's cool to have.
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