Updated Weapons v1.51 ( for 1.19 )
Mod Description:
This mod updates all the basic unit weapons to give special abilities to the unit that equips them. Each weapon has a different set of special abilities and the idea behind the mod is to give each weapon a kind of combat role. Most weapons gain 2 special abilities, though a couple of the weapons only have one. This mod does not effect 3 basic weapons, being the crude bow, the Karrazan and its Elemental versionm for balance purposes.This mod also does not effect the special weapons found in CoreSpecialWeapons.xml, though with some coaxing I may add them in a future release. A current list of all effected weapons are as follows:
Gnarled Club: - Club Smash: 100%-150% dmg and target can't counter for rest of turn - Windup: 5% per STR attack bonus for 2 round, but unit can not counter for rest of turn Staff: - +1 Move - Fortify Self: +2 defense per Troop, +5% (+1% per dex) bonus to defense and counter attack - Rest: Heal 2hp per troop on self War Staff: - +1 Move - Improved Fortify Self: +3 defense per troop, +5% (+1% per dex) bonus to defense and counter attack - Rest: Heal 2hp per troop on selfMace: - Bruise 10%-50% attack, 1% per STR attack penalty to target - Hay Maker 100%-200% attack, 3% per STR defense penalty to target Warhammer: - Armor Cracker: 10%-50% dmg and 5% (+1 per str) defense penalty to target - Disorienting Smash Target loses turn and can not counter Battle Hammer: - Power Up 5% per STR attack bonus for 2 rounds, -40%(+1% per dex) defense, can't counter attack - Knockback 75%-150% attack that knocks a unit back a square Lord Hammer: - Blowback 25%-75% attack that knocks unit back - Skull Cracker 25%-100% attack, knocks a unit back a square, and causes target to lose next turn Axe: - Deep Gash 10%-25% attack / -3% per STR combat speed debuff. - Bleeding Strike 25%-125% attack, 4 dmg per turn for 3 turns, and 2% per STR defense penalty on target Battle Axe: - Dread Fright Target is forced to flee the battle - Power Up 5% per STR attack bonus for 2 rounds, -40%(+1% per dex) defense, can't counter attack Oak Spear: - Pierce 50% attack in true dmg - Improved Fortify Self: +3 defense per troop, +5% (+1% per dex) bonus to defense and counter attack Boar Spear: - Bleed: 2% per DEX attack penalty to target, 2 damage per turn for 3 turns - Improved Fortify Self: +3 defense per troop, +5% (+1% per dex) bonus to defense and counter attackCedar Short Bow: - Suppressive Fire: 2% per DEX attack penalty on target Cedar Long Bow: - Barrage: 10%-50% attack in a 3x3 area around an enemy unitDagger: - Bleed: 2% per DEX attack penalty to target, 2 damage per turn for 3 turns - Flurry Three 40%-100% hits at 75%, 50%, 25% attack Short Sword: - Pierce 50% attack in true dmg - Bleeding Strike 25%-125% attack, 4 dmg per turn for 3 turns, and 2% per STR defense penalty on target Broadsword: - Slip Defense: Unit jumps past defenders at range of 3. - Double Strike Two hits for 30%-100% each Long Sword: - Power Up 5% per STR attack bonus for 2 rounds, -40%(+1% per dex) defense, can't counter attack - Cleave Hits all enemy targets surrounding the unit for 10%-50% attack Fang Dagger: - Throwing Dagger 3 range 75% ranged attack - Double Strike Two hits for 30%-100% each Imperial Shortsword: - Slip Defense: Unit does not provoke counter attacks for 2 turns - Deep Gash 10%-50% attack using target's current health as attack power Scimitar: - Windup: 5% per STR attack bonus for 2 round, but unit can not counter for rest of turn - Flurry Three 40%-100% hits at 75%, 50%, 25% attack Scythe: - Cleave Hits all enemy targets surrounding the unit for 10%-50% attack - Bleeding Strike 25%-125% attack, 4 dmg per turn for 3 turns, and 2% per STR defense penalty on targetTrog Scimitar: - Power Up 5% per STR attack bonus for 2 rounds, -40%(+1% per dex) defense, can't counter attack - Decapitate 40%-100% attack using target's current health as attack power Great Scimitar: - Double Strike Two hits for 30%-100% each - Bleed: 2% per DEX attack penalty to target, 2 damage per turn for 3 turns Claymore: - Cleave Hits all enemy targets surrounding the unit for 10%-50% attack - Knockback 75%-150% attack that knocks a unit back a square
Since these abilities are added in the same manner as other AI special abilities, the AI will use them. Feel free to leave any feedback as well as any bugs so I might address them for future releases.
Download and Installation:
To Download the mod, simply follow this link to the download site.
To install, simply place the folder found in the zip file into your my documents/my games/elemental/mod directory. If you are upgrading from a previous version, you will want to remove the directory before installing to ensure you have no undesired effects.
Special Note: Due to the way that Elemental currently handles weapon mods, the use of multiple weapon mods will result in undesired results. If there is another weapon mod which one would like to use with Updated Weapons, please PM me and I will see if I can make an acceptable hybrid so that one can use both.
Change Log:
1.51: - Fixed the war staff to reapply the missing move bonus ( Thanks M. Agrippa for pointing this out)
1.5: - Updated the abilities to include the new spell subclass tag
1.4: - Changed Slip defense to be a 3 range blink
- Changed Deep gash to be a combat speed debuff
- Swapped Decapitate for Dread Fright on Battle Axe
1.31: - More Bug fixes - Thanks to everyone submitting bugs!
1.3 - Fixed a bunch of bugs in the mod which caused some of the ability to not work as intended.
1.21 - Fixed a couple of tag issues
1.2 - Updated for 1.09u
- Made significant changes which are now listed above
1.15 - Updated for the hot fix patch, 1.09p
1.1: -Updated Weapons to use the 1.09o values. I am pretty sure it was just the bows that changed.
1.01: -Updated Fang Dagger to properly add its second ability, poison blade.
SubMods:
Elf Specific Updated Weapons:
This submod has recently been enveloped by the Expanded Factions mod of Heavenfall. In order to get the special abilities for the elven weapons, you will need to install this mod along side Expanded Factions. For a list of all abilities on the elven and angelic weapons, please look https://forums.elementalgame.com/400876/get;2925284
Murteas Updated Weapons:
This adds a few new weapons from the Murteas Grimoire and adds them to the ranks of the updated weapons. This adds a couple of new weapons which use the updated abilities. You can find the submod at https://www.wincustomize.com/explore/elemental_war_of_magic/27. Check out their mod, Murteas' Grimoire for more details, and just to get another kick ass mod.
Has anyone else also noticed some weirdness with Slip Defense? I noticed that I got counterattacked a few times after using that.
Also is there a way to tell what creatures are immune to certain abilities? had a pack of Umberdroths rip my army to pieces since they were immune to the mace's Haymaker and Bruise...
Right now, spell immunity is a little bit OP, and basically makes a creature immune to most things magical. If I remember correctly umberdroths are naturally immune as are sions. This makes these units annoying as hell to fight against since they have special abilities and you get none.
Well that makes sense, although it also points out the level of balance work tactical is needing. Thanks!
Woot! We have finally broken 500 downloads, and apparently the mod has been pinned along with Expanded Factions, Artifacts, and Adventure Content Pack. I am really excited that support for this mod has been so positive
true replace <Attribute>DoesNotProvokeCounterattacks</Attribute> to <Attribute>CannotBeCounterattacked</Attribute> in updatedWeapons_Abilities.xml ...
Thanks for the feedback, dude. I will be trying to do an update to the mod tomorrow, so check back then for even more awesome updated weapons
Cheers to KEa1979 for working on XML, I have been focusing on Murteas Grimoire stuff lately.
Kenata another interesting data point, Elf Upgraded Weapons is sitting at 137 right now; obviously you and Heavenfall are doing good stuff. Out of modding curiosity are you planning on integrating these abilities with your larger Special Abilities library?
Honestly, the skill library was created with the idea that it would be used in conjuction, though I may actually merge the two libraries in the next version of my library.
I actually was browsing the skill lib during lunch, and I think that combining them might be a mistake long term.
Upgraded Weapons is more generic and useful for troops.
Skill Library is much heavier in the stat based boosting, and feels more champion / hero to me.
In the long run I think having these as 2 libs available to other modders would be the best way to move forward. It will allow for the awesome NPC's that can be created from SA lib to function independetly of Upgraded Weapons. There is a shield mod I have been working on at a slow burn that I meant to pair with Upgraded Weapons; the plan was to finish and release it the first time I saw an AI trooper with a shield. Keeping the rest of Upgraded Weapons separate makes this kind of sub-modding easier.
In case it needs said, using your libs as the base for modded champions & interesting tactical combat mods is meant as a compliment, not a rip off.
Hmm... "CannotBeCounterattacked" - not worked too (%#DFLS#@! )
some time ago...
Yes. I find that...
<GameModifier InternalName="????"> <ModType>Unit</ModType> <Attribute>CannotBeCounterattacked</Attribute> <Value>1</Value> <Duration>3</Duration> </GameModifier>
This variant tested - all worked.
"Value" must be 1 or 0
I have been doing a lot of thinking about the future of updated weapons, and have developed my game plan. The following is an outline of my thoughts on what I would like to do with respect to the mod. I would appreciate feedback from those people who have used my mod to tell me what they think of these ideas.
1) Right now, I am thinking the next thing for updated weapons is a general expansion of the available skills for any given weapons. These new skills will have required stats for their use, so that the sov and champions which use them will have something resembling a skill tree. The only down side to doing this is that there is no way for me to only show the various skills when they are usable. More than likely these trees will be fairly small to start with maybe 5-6 skills per weapon of which only one or two per weapon. This expansion may come as an alternate and moderately larger mod, as each weapon will probably get its own skill file.
2) Once I have completed this new expansion, I am thinking about updating the armors and perhaps adding some items which boost stat points. The idea here is that these increases will allow normal units to then access the skill tree too. Again, this would push me to create a new mod altogether which compasses more than updated weapons. My thoughts are to make the various armors and shields give specific bonuses to allow me to begin to class the individual units based on their equipment.
3) Alternately to the first two, I may push the devs for three changes to the xml. The first would be to access the level of a unit from the required stat tag. This would then allow me to unlock abilities based on the unit's level, and thereby make skill trees which open up as units gain levels and become more skilled. The Second would be to allow me to specify that a special ability triggers a counter attack. This would allow me to create more realistic melee abilities. The third change would be to allow me to hide skills which the unit can not yet use. This would allow me to create expansive skill trees without being bogged down in game by a large set of unusable skills.
I think that your best plan would be to go with #3 and push for making the XML better. While I really like the ideas for #1 and think #2 offers possibility, there is a certain lack of robustness in the tactical system right now. Since the push for 1.2 is coming up soon, it seems like the right time to push for these kind of changes (ex: Heavenfall's request for better world building tags). I think you really need some of those XML tags for the other ideas you describe.
The UI is already getting pushed in a bad way for usability at times with the number of specials available currently; getting tags to be able to have these displayed conditionally would mitigate this issue (i.e. skills unit cannot use yet). For the skill trees at a troop/ party / squad / etc I think you really want those to be level based unlockable (stat based for champs / sovereigns sounds like the right way to go for those). This seems a much more natural progression for what is suppose to be a "normal soldier". The possibilities offered by this tag in particular would also offer large value to the rest of the community (ex: Heavenfall's unique units for each faction)
You know how much I agree with you on the need to be able to "counter" special attacks for a deep melee combat system with a much shallower advantage curve. No need to go there again...
Anyways, that is my two cents. I am playtesting with 1.4 and Elf weapons now, will be posting a new version of that to be compatible soon. Cheers.
I don't want to be a buzzkill, but I've said this before and I think kenata knows this; they haven't implemented a single thing we've asked for (they've been great at supplying information though, for the record). Maybe that is about to change, but based on their track record, 3) is the same as not doing anything.
This is not 100% true, though I will admit be the first to admit that the vast majority of requested mod changes have yet to materialize. The few changes that have been made were not changes for the mod community but simply good changes in general, like the fix for tactical cool downs and the upcoming fix for life steal. Honestly, the largest problem for the mod community is simply a matter of support from the larger community. I think if we as the mod community can get the larger community starting to clamoring for some mod specific changes, then maybe the devs will be more open to make some of these changes.
Well as someone who uses alot of the mods you guys are making I hope they take this post as a vote for more mod specific changes. To be honest I think the devs are listening just not acting... and you can kind of understand why when over the next few months they might be changing the way abilitys and tactical combat works quite fundamentally. They could put the time now in to giving modders new tags now which might be completely redundant by March.
Don't get me wrong I am not supporting the devs for their lack of response for modding changes it well and truely sucks. I say if the things you are requesting are fairly simple additions on their end they should do it now, regardless of their plans going forward. I hope Jons appointment means you guys are going to shortly be getting the support you deserve.
Keep up the great work.
Oh and Kenata I love your idea of moving your mod towards weapon skill trees. Even if you end up with a cluttered interface filled with abilities that can't be used I will still download and use it and it can only place more pressure on the devs to do the right thing and the tags you need.
Well, what we've seen so far is that requests have been implemented when they coincide with what they were going to do with the main game anyway. I think it is likely that is how things will continue to develop. Singular requests will simply be "denied", and instead the modding support will consist of making sure that new additions aren't hardcoded but open to XML tweaking.
The thing is, that method has its strengths and weaknesses like any other method. Personally I think they're missing out if they're not "listening" to the modders (listening in this sense meaning implementing requests). No matter how open the game is, it will still be limited if we cannot branch off from what the core game already offers. That, I think, is the difference between creating a game open to modding, and implementing requests.
Basically, implementing requests would allow modders more room to move about, when modding.
Edit: Just to be clear, I'm not saying that every request is useful, or beneficial. They'll still need to be examined on a case basis.
I used to do a fair bit of modding for Morrowind and while the engine wasn't perfect it had enough functions and tags that you had alot of options. So far from what I have seen looking the XML files elemental really needs to offer modders quite abit more to work with. With morrowind there was almost always a work around. Seems thats elemental offers modders alot of brick walls and dead ends. I agree that not every request from modders will be usefull however alot of the requests I have seen from modders seem like no brainers and a fair few seem like they could move this game up to how new level. An example being the requests kenata has made above, If the devs added that functionality to the game it would have a large impact on the way heros and units feel and are used in game.
PS: Am I correct in thinking elemental doesn't even use an "IF" function atm?
edit: ergh this post sounds overly negative, I should mention that they have alot of things right so far as well with the game modding wise. The addition of the tile creator, faction editor, spell cauldron etc is a very cool way allowing people who have never modded before to contribute to the community.
I have updated my sub mod for Elven Weapons to be fully compatible with Upgraded Weapons 1.4. I recommend everyone using 1.4 update to the new version. File is available at the link above in the main thread. Changes are as follows:
v1.1 Modified for main Upgraded Weapons 1.4Elven Short Sword > dropped Slip Defense, now has PierceHuge Machete > dropped Decapitate, now has Improved Fortify Self
Woot! Another sub mod has been add to this mod. Thanks again to M. Agrippa and Murteas for their support, and I hope everyone checks out their very cool mod, Murteas' Grimoire.
I'd like to see this, the Level tag is wanted by a few mods now and more options on how an ability behaves is always handy. What I would like to see though is a"UnlockMeleeAction" to go along with "UnlockRangedAction" (if I remember the names right that is ), and the ability to change the Melee and Ranged actions on the fly. So you could have abilities that add effects to the default actions of any weapon (for a duration).
Currently you can make a bow that effects an an enemy in any way a spell can as a default action, but you can't for melee weapons.
OK, here is s request I hope can be adjusted in game without any real issues, or I am seeing it and no one else is.
With the current additions of more Special abilities (which are wicked good btw) to the pick stack, it has become nigh on impossible, or very very frustrating to pick them for use as the description pop up card is covering over the top item(s) of the growing/expanding list. I will post a pic shortly, began typing before it hit me to do so.
Now if this is a video resolution issue, then it still has to be addressed as not everyone will have the ability to bump up the res.
A quick test results in -
It seems to be more apparent on 19" (my home unit) and smaller screens. A 22"w I have access to seems "alright" even at in-game 1024x768 res but.
Simple solution - move the Pop-up description Cards up more towards the center of the Tactical screen. If this is not currently doable due to UI constraints (hard code) then a more flatter/thinner selection item of the additional special abilities may become a necessity.
Here is snap of a pop up on a 22"w (1280x768res.) note only one is in play. I will post a 19" version later if I can get at that rig.
http://dl.dropbox.com/u/8370296/Elemental_pierce.jpg
Thoughts? Possibilities? Gotta wait on the Dev?
I completely agree; this desperately needs a fix.
Hey John_H,
Probably need to wait on the devs as the engine handle that level of UI code; I have noticed this type of issue and weirdness with some of Heavenfalls models playing at weird laptop resolutions (1680 X 999; 1280 x 1024 stretched). Have had no issues at home on the 24"w @ 1920 x 1200.
Use it as an excuse to justify getting the new monitor you want?
Sorry, but I don't quite follow how to install the Elven weapons patch. When you download Expanded Factions, it comes with it's own version of the xml file (expandedfactions_elvenweaponry.xml) in one of the Expanded Factions folders. The file supplied here however (expandedfactions_elvenweaponry1.1.xml), is to be installed in the 'UpdatedWeapons' directory.
So do we install both files in the two different locations and run them simultaneously? Or are we to use only one of the files?
The Elven Weapons works as a sub mod of Updated Weapons; it adds code that "bolts on" the abilities to the originals. Install both of the mods as normal, then put the Elven Weapons file in the directory created for Updated Weapons. Leave everything in Expanded Factions untouched. This process is the exact same for the Murteas Grimoire sub mod.
You are having both files in two different locations running simultaneously; my mod acts as a bridge for EF (or MG) to reach into UW. After doing this the next game you start your Elven Weapons should have all of the listed special abilities. (Mod XML is only read once when creating a game, so no support for saves)
Make sense?
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