*******Please delete the old version of this mod before installing the new version to get the latest changes. *****
Download: https://www.wincustomize.com/explore/elemental_war_of_magic/17/download
Note: Updated to the latest version from the community. (MG_Beta_A2.zip)
I will not be actively maintaining this mod anymore, as I have no time at the moment. I look forward to moving to FE modding later this summer if time permits. If anyone wants to continue this mod, please feel free to do so.
Note: delete any of the following MG - [Cantrips, Master Agrippa's Tome, Sovereign Talents, Spell Fixes] from this mod to get rid of a part you don't like
Acknowledgements & Thanks
Modding is always a community driven effort. I would only make this for myself if nobody showed any interest in it, but there have been a lot of downloads and I've had several people share ideas, time and resources to help. I'd like to thank everyone who has contributed or used this mod.
Contributers to the mod: (graphics, ideas, testing, etc.):
M. Agrippa
John_Hughes
oddrheia
Magog_AoW
General inspiration and modding help:
Heavenfall
impinc
Kenata
Additional Credits:
art used with permission by konekokasumi from deviantart.
Submods
Note: - If you would like the Shilleagh and the Dagger of Death to have abilities similiar to kenata's upgraded weapons mod check out this submod created by M. Agrippa: https://www.wincustomize.com/explore/elemental_war_of_magic/27/
Adds additional spells to various spell books.
====================Cantrips (level 0)=========================
Combat Book:
Level 0: Arcane Missile - Does Int/10 + 4 in damage (Tactical)
Enchantment Book:
Level 0: Gift of Fortune - This enchantment causes a small altar to appear with a random 'gift' from the gods of Fortune.
Terraforming Book:
Level 0: Clear Land - Removes all obstructions from a tile (ie forest), leaving an open tile behind. Cannot be used on resources, goodie huts, or quest locations. (Cannot be used when a unit is on the tile...I'm working on determining if their is a way around this)
Mobility Book:
Level 0: Leap - The channeler focuses for a moment before leaping into the air supported by a sudden burst of wind. +3 movement + 1 per Air Shard (Increases the movement total the round in which it is cast, but you can't use the movement until the next round - trying to determine how to fix this).
Level 1: Blink - One of the most used spells makes a comeback; this time with some limits. Range of 5, Mana cost of 16, Intelligence Req of 20, and 20 turn cooldown.
Life Book:
Level 0: Shillelagh of Life - Give the caster a Holy staff that gives an additional 4 HP to its bearer.
Level 0: Guardian of the weak - Creates an immobile Guardian in a friendly city that can provide early defense.
Death Book:
Level 0: Blade of Death - Give the caster a dagger that unlocks the backstab ability in combat.
Level 0: Destroyer of the weak - Creates an immobile Guardian in a friendly city that can provide early defense.
=================== Master Agrippa's Tome (level 2) - Battlefield spells========================
Fire BookLevel 2: Flame Burst - Damages a unit (scales with fire shards) and knocks them back 2 tiles Blocks the tile for 2 turns as the magical fire burns out of control. (Tactical)
Water Book:Level 2: Freezing Rain - Frozen Rain falls in sheets out of the sky, coating everything in a layer of treacherous ice. Unit loses a turn, Accuracy -50%, Combat speed -3, Dodge -3 (-1/extra per water shard)
Earth Book:Level 2: Grasping Vines - Deals damage to a unit (scales with # of Earth Shards) as well as holding them for 2 turns.
Air Book: Level 2: Howling Wind: Decreases combat effectiveness (accuracy -33% and attack - scales with air shards) of enemy units.
============================================================================================Version history:
v0.01 - Initial release. Adds 3 spells that are immediately available if you have the appropriate spell book.
v0.20 -
v0.21 -
v0.30 -
v0.31 -
v0.32
v0.33
More spells to come. Feel free to make requests
Help needed with: making new particle effects, spell icons, spell paintings, ideas, balancing.
Beta package updated with grasping vines graphics. I'd say we are ready for release unless someone finds a problem in the near future. Any comments on the graphics used for the summoned weapons?
Quoting M. Agrippa, reply 125@ John: Grasping vines spell effect has reached the point of badass. (v3 worked for me last night and just now) Hat tip, sir. My only feedback is related to unit visibility; some of the spiders (and I am assuming future short fellows) get totally eaten by the current level of ground coverage. My suggestion: Could you shrink the height of and maybe move the ground cover foliage only around a little to make it easier to see these? Also consider shrinking the size of the tile centered light effect (leave the others the same). Another ugly space map to illustrate where it would be nice to have units more visible (to see where in tile they are):X= shrink foliage, 0 = leave the sameOOXOOOOOOOXOXOXOOOOOOOXOOI say Earth > Level 2 > Battlefield spell name is officially changed to Grasping Vines. "Hands" and its tile we save for future inspiration.
Thanks for the kudos, the MG gets better and better as we go indeed.
Yea saw that myself. Lowered and thinned things a bit. Hard to compensate for the really little units but we can keep after it.
@ Murteas: just had a super quick peek at the summoned weapons graphics and I think they look great on the models. My only feedback is around the icons:
> Dagger: remove the blood from the handle, it does not add anything and looks a little weird. The blade and nimbus are plenty. You cannot see handle in game anyways, better to have the icon match the model's effect exactly. (IMHO)
> Shillelagh: I did not get a chance to see this one in combat yet; if the golden glow at the tip is not in tactical, then I think it should be removed from the icon. The runes look so good on the model (while being subtle) that I would leave it there for modifications.
Couldn't deep test them yet, but had to be sneaky to get the look I did...
New version is up. I'll look at the weapon graphics again to see if I can make them fit more with the theme, but I gotta warn you I am not an artist, so you'll probably just get something that looks worse.
I'll plan on releasing an update with graphical/bug fixes/balance fixes this weekend as needed.
Great Job everyone on getting this out! Thanks for all the help.
You fooled me on the weapon models, I really like what you did. Looks good and distinct from Artifact. I am going to make a bad ass Iced tile this weekend if I have to go into the back mountains to get a picture to do it.
==================================================================================
New SUBMOD Murteas Upgraded Weapons
In support of Murteas Grimoire v0.30 (supports .33) I am releasing a sub mod that integrates the two summoned weapons into Kenata's Updated Weapons (1.4-1.51). Just drop the file into your Updated Weapons folder in the mod directory. It is available here:
https://www.wincustomize.com/explore/elemental_war_of_magic/27
Please report any issues, feedback, etc about this sub mod in this thread.
Friday 1/14/11
Attention: minor tweak for different OS XML engine valuation algorithms; everyone please download the fresh file to see all art & abilities in v0.30.
( problem seen on Win 7-64 Ultimate)
Gentleman well done. This weekend we have earned a break for playing & .
This should solve the problem with the guardians not disappearing,
34. Fixed a bug where dispelling Guardian Ward (and any other spells that involved a city-target summon modifier) would not kill the summoned unit.
Hi guys .
I dug up some art for spell paintings for you, mostly projectile related stuff. If you like those, I'll make the icons for you as well. Note that I am not the original author, but I had permission to edit and use the original art, which I did. Played with some color channels, effect and blur filters and such.
Those look really good. That would be great if we can use them. Let me know if I need to credit someone in-addition to yourself. If you can post those pictures and any icons you have I'll get them included in the next version.
Sure thing!
Edit:
Worked a little more on the spell paintings, increasing color saturation, sharpness and added some edges so they don't stand out so drastically from the original art. They still stand out, but I can't really convert them to a 'painted' feel of the original art without loosing a lot of detail... colorful backgrounds also didn't really work with them, so... use them untill you find something better, I guess .
Original art I used with permission is by konekokasumi from deviatnart.
Paintings:
Inactive spell icons: (look for red ticks by Murteas' and M Agrippa's spells)
Active spell icons:
Files bundle: DOWNLOAD HERE
Note that I made both FG and BG icons and you MUST use both, else things will look bad. So, for example, when assigning stuff to arcane missle spell, put this:
<Image>rheia_arcanemisslepainting.png</Image>
<IconFG>rheia_arcanemissle_icon.png</IconFG>
<IconBG>rheia_arcanemissle_icon_bg.png</IconBG>
Hope you like them!
Which spells do you need particles for?
oddrheia Wow, I wander away for a few days to try something, and you knock out the book art for an entire chapter +1! Thanks, it looks really good. I kind of like that the spells will have a different (but attractive and consistently thematic) look from the rest of the spells. Makes them stand out more in the chapters. The art is also perfect for both sets of medallions; if someone else wants to make more "painted" spellbook portrait ones then please feel free, but I think the medallions should be great moving forward.
My only feedback is around the "Howling Wind" graphics; I like them but I think their color space needs to be made more yellow to fit with other "Air" art. Currently they come off a little too green and thus earthy, especially in the medallion. Thanks again for generating these, they help with the mod feeling like a natural part of the game immensely.
@Magog_AoW: I believe that all 4 of the battlefield spells are currently using stock particles and effects from the main game. I know others had said they would work on some particle effects for us, and I am unsure of what they are doing or have gotten done. If you want to sign up to create a custom particle effect just post to the thread. More spells are to come, so even if we don't use something created for one of these I have a couple of other ides up my sleeve.
List of the ones with custom PARTICLE effects outstanding, will maintain it Heavenfall community contribution style:
Orange is reserved
Green is submitted and approved
Battlefield
Grasping Vines (Magog_AoW)
Howling Wind (Magog_AoW)
Flame Burst (open)
Freezing Rain (open)
Sheltering Hands (Magog_AoW)
Ring of Fire (open)
Icy Barracade (open)
Cantrips
Leap (open)
Clear Land (open)
You are welcome .
I'll take a look at the howling wind, I actually have a more yellow version sitting in my folder, but i didn't like it because it kinda makes the wind look more like fire no matter how much saturation I use . Also the yellower I make the painting the greener becomes the icon. Not entierly sure why that's happening, haha. Could be color filters I use.
Anyway, will try to remake it from scratch a little later and see if it works.
Thoughts from a Weekend of Play Testing:
1) The game is now dangerously fun when properly modded. As in I have drank half a pot of coffee so far this morning at work and did not see the bed before 2am this weekend. This is the good kind of dangerous.
2) Grasping Vines effect tile in v.3 == Golden. Really nice work on this John_!
@Murteas: I think you should pull the lore text off of this description, it shrinks the entire block of text too much to read easily. If / when they change UI to have more lore/flavor available for spells via the interface, then we can always add it back in.
3) The art upgrades for Shelliagh & Dagger look really good on the guardian models, makes them stand out even more. Combined with my sub mod they also give them some special abilities that play nicely. Not sure if AI will use them yet, as the one time I faced down a "Destroyer" I used Grasping Vines to hold him safely away from me.
4) The AI IS using some spells well at least; it is also summoning the special weapons. (Have a screenshot of Golem King holding the Dagger of Death while threatening me) Sar the Returner killed my severely weakened (but retreated behind line) champion fighter with it so he would have enough juice next turn to use Arcane Arrow on my pet umberdroth, killing him too. Having Sar kill my entire army around me intelligently with spells was the first time I have felt anything like a "Wizard's Duel" going on in this game, and it was awesome. (seemed to wait to really unleash until I had chewed through his units and weakend mine) Has anyone seen the AI use the new Battlefield spells yet?
5) I did not have a chance to do a new Ice tile this weekend; in wizardly fashion I got distracted summoning forth the Felbeast from the graveyard of Gnilbert's mod. Unfortunately I was not able to contain the creature, and it busted loose to roam the wilds (planning on submitting to ACP pending no objections).
On the good side I now know how to create a monster. Rob Zombie musical score optional.
I think the summoned monsters are currently kind of weak, and could use some additions. I don't want to just add a bunch of graphically cookie cutter stuff to the game though, it gets old. Therefore I wanted to put out a call / challenge to the artists & modelers out there: Create some new skins / models and lets add some summons!
Criteria: should fit in with larger game asthetic, and you need to be willing to listen to feedback about the rule set. (I wanted balanced fun toys, not the unstoppable uber hulk of doom "L33t Broken")
Suggestion: I loved Master of Magic; could someone do a "Phantasmal Spearman" model? I was thinking something translucent like the ghosts, only glowing and blue. Can keep it armed with a spear so that it picks up "Pierce" under Updated Weapons to play similar.
Thoughts?
Okay, wow... You guys are awesome. I am going to put in the new graphics and actually make the changes I said I was going to to the guardian spells. (I don't know how I left that out of the mod this last release, but I'll change them now. We can change it back once 1.19 makes it out the door.)
As for particle effects, I would really like to see a new effect for arcane missle- I think the rainbow is ugly. Linque was going to work on it but I haven't heard and update. So if someone wants to work on it that would be great. We could also use paintings/icons for Gift of Fortune, Shilleagh, & Dagger of Death. Leap could use a particle effect, but I don't think it is critical. Clear land could use both a painting and a particle effect as well.
One of my favorite spells from MoM was the Mud Spell. It turned a large swatch of the tactical battlefield into a mud pit and reduced the movement of all units moving through it to 1 per turn. It was a great equalizer when you found yourself faced with a superior force.
I don't know yet if this has been done, but a tactically summoned monster is also great. In MoM, being able to summon an Earth Elemental saved my arse more than a few times when I was attacked by a superior force. Of course, the summoned creature dies when the battle is over.
v.031 is up. See the changelog in the first post. Thanks to everyone who is contributing. Sounds like we may want to focus on 2 areas next:
Summoning
and
Area of Effect spells.
Other thoughts? Suggestions?
I can see that this could outpace my time to keep up with people's needs, if that happens, we can move this to a community managed mod and I can help with releases, etc, but others can manage incoming requests, priorities, resources, etc. For now we'll see if I can keep up.
Unfortunately, summons don't appear to work in tactical battles. I've tried to create such a spell, but either way to "summon" a unit does not work in TC.
"Mud" is in the current vanilla game spell lists, just not enabled. I liked that spell too, but I think we should leave it for the devs since they have a plan.
@ Murteas:
> I say we split the load; since the Summons take so much effort I will volunteer to manage that creation process / coding. This process will be driven by what we get for submitted art.
> Why don't we wait for 1.19 and its better AI to do AoE for Tactical? That way we will have more of an idea how to make spells the AI will use well. Since Strategic spells ARE used well currently, we could think about adding some of those to increase options. Some rough ideas I had:
Water > Snowfall: Drops huge piles of snow on tiles, increasing the overload movement cost to move through them. This should affect multiple squares on the overland map simultaniously.
Earth > Barren Mine: Causes the earth to become hard and barren; stops production of a mined resource for X amount of terms (way to shut down Gold / Crystal / Ventari mines for X number of turns)
Fire > Barrier Wall: Causes an inferno to leap up around knowledge producing resources, barring entry to the scholars who work there (way to shut down Arcane Temple / Lost Library for X number of turns)
Air > Brutal Storm: Causes a huge hailstorm that flattens crops, breaks trees, and scatters bees to the wind (way to shut down Farm / Wild Wheat / Appiary / Orchard for X number of turns)
These would all require custom tiles to be displayed on the main map. Thoughts?
Once I get High Elves packaged, I'll pitch in with spells.
I've also got in works some items for channellers. Gnibert started with that but vanished. The vanilla game seems to be lacking in equipment specifically for channellers so I'm working on filling the void. Still working on balancing it and figuring out how to package it all up.
Question... has anyone tried adding to an existing tech tree rather than creating an entire new tree with new techs added?
I'll take a stab at Gift of Fortune, Shilleagh, & Dagger of Death graphics later. Might not be till the end of the week though, have some other things in the backlog .
@ Aerion Istari: I agree with you about the channeler items; I suggest popping over to NimbyJesters staff mod, is the closest thing going currently.
@ oddrheia: that would be great! Just don't let us distract you from the Golem King stuff; I am waiting on your full tile set to come out before I play with them(to experience nothing but awesome). And I really want to unleash that 4 armed golem on my enemies...
I'll try to make a Grasping vines effect for you.
@Magog_AoW: cool, its yours!
Next Chapter Ideas
I wanted to clarify some of my thoughts about possible next 'chapters' for the mod. The idea behind this mod has been to extend the vanilla game in interesting way, at times introducing game mechanics. The first was the 0 level spells Cantrips (and is honestly a revelation for the early game); the second was Battlefield which was all about adding geographically dependent stuff to tactical battles. Summons: these are huge, complicated, and driven by resources Murteas and I cannot create. Thus the call for submissions to get these into the slow cooker.
Resource Manipulation & Raids
Is the theme I wanted to suggest for the next chapter as the underlying game mechanic. One of my favorite parts of Age of Wonders (+ Shadow Magic) was the ability to conduct meaningful raids against enemies and have them done to you. Sending out fast cavalry to disrupt gold and mana generation, sending in a hero lead army to try and pull defenders out of cities to counter you (and then destroying them), bleeding resources off a stronger enemy and keeping their armies busy chasing a sacrifice while you assembled a siege force to bring them down... This was all strategic gold.
My idea is about adding spells to support this type of strategic play, past the current mechanic of Pillage/Rebuild/Repeat. By keeping their range extremely short on the overland map, it encourages players to stage "raids" with casting units to weaken their enemies before they can actually "take" a city. Since the AI uses strategic spells well already, as we add the mechanics they should be used against us (and thus needed defended against
In general I think these spells should fall into two major purposes:
Stealing: causes a developed resource to feed into your nearest city for X number of turns.
Cursing: destroys target "developed" status on resource like a Pillage, and also prevents anything from being built on it for X number of turns, denying resource to enemy.
I am not sure if any of these kinds of effects are possible right now in the code, and there are a lot of different things that would need to be sorted out. There are also a ton of different resources, so these basic mechanics would allow us to enrich the different spell books tremendously.
Can I get yes and no votes on if this should be the next "theme" we work on?
M. Agrippa,
some of what you suggest is possible, but the stealing may not be. I haven't been able to get a spell to effect both the caster and the target at the same time, it is one or the other. That doesn't prevent the curse type of spell however.
So I would love to see those type of spells, I'm just not sure we can do them yet. I am willing to try though. I like the more strategic spells, so I guess bottom line is my vote is yes.
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