*******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.
Keep responding while I am typing; thanks the gods for year end server cleaning and the loads of time it gives for things like forums. Multiple folders a la Expanded sounds like a perfect solution to me. I reserve the right to keep thinking up "Chapter" names.
You asked for it; I will try and see if I can get anything to happen for art, probably start with some tiles and particle effects. Not going to go for paintings, realistically won't produce anything "not shat" in the time I have available.
Enjoy the vacation with the wife, hopefully the new year will bring us a way to encourage the AI tactically. With cattle prods if needed...
Cheers and hope you can have some s.
Thanks! Yes, please keep the chapter names coming, and no need to include "Murteas" in the title...unless it fits somehow. Also any art you want to provide would be great, I am not an artist, so any help in that area would be greatly appreciated.
I haven't gotten the chance to play a longer game with Focus, but I think I agree that it is too exploitable at the moment. Maybe we can hand it off to the artifact mod as a possible ability (can weapons give you strategic abilities, or only tactical?). Unless I hear a great outcry I will remove focus in the next build (to be released momentarily).
edit: Still need a level 0 spell to replace focus in enchantment.
Okay, version 0.18 is up. And Focus is gone for now... if someone has a brilliant idea on how to make it balanced for a spell, let me know, otherwise I will concentrate on new spells.
Also, I have changed the directory structure so now you should be able to manage more easily which spells you want from the mod. The first "chapter" is Cantrips or level 0 spells, you should see it show up in your mod folder next to the base Murteas Grimoire directory. If you want to get rid of the beginning (level 0) spells and keep the rest of the mod (which is nothing at the moment), you can just delete the Cantrips directory.
From now on, each new spell will belong to a certain chapter, which I will try to keep within a certain theme. If someone is dying to have a mix of themes and wants to remove just one spell, I am sure I can help with that as well, just let me know.
Okay, I've gotta go for now. More spells tomorrow. Hopefully focusing on battlefield strategy.
HAHA! I just got Arcane Missile cast on me in an early turn sovereign duel! (Ran into Ardhor in the wastes). He only cast it once then charged me like normal, but at least it works. So the AI will use tactical spells; making it use them intelligently is something to worry about in the balance phase.
Anyone else noticed how the AI is using Arcane Missile?
- Great to hear the AI is using the missile at least a little bit.
As I am looking at the spells you suggested, the problem I am running into, is that I can't shape them like you suggested (1x3, 2x3, etc). I can easily do one tile, and make it unpassable (see RockSlide level 3 earth spell), but I am not sure I can "summon" a unit (rock) during tactical battle, and have it go away. I'm going to play with this a little more, but if you have any other ideas, let me know.
If it is the shapes that are causing the issue, maybe try lessened versions of them that only affect one tile at a time? The idea of lesser / standard / greater Battlefield chapters works just fine for me.
Start with the fire and water ones, maybe modify them like so:
Fire > Level 2 > Wall of Flame "The caster threw a ball of fire that exploded into a wildfire accross Vega's path"
Cost 30: Range 4 tiles from caster. Creates a wildfire in one tiles on the tactical map. This fire does 5 resistible damage to every individual who passes through the tile, with another 5 damage every turn they remain in the tile. Moving through the flames counts as difficult terrain (3 action points). Duration 1 turn. Plus 1 turn duration per 10 Intelligence. Plus 1 damage per fire shard.
Water > Level 2 > Freezing Rain "At his booming command rain falls in sheets out of the sky, coating everything in a layer of treacherous ice"
Cost 30: Range 6 tiles from caster. Creates an icy tile on the tactical map. This tile gives every individual -50% accuracy and - 3 dodge. Moving through it counts as difficult terrain (3 action points). Duration 1 turn. Plus 1 turn duration per 10 Intelligence. Minus 1 dodge per water shard.
Let me think about Earth / Air...
Also I had an idea for a Cantrip Enchanment spell while on the way for milk this morning. Sorry about the complexity of this one:
Enchantment > Level 0 > Blessed Wheel of Fortune The sovereign called out at the height of the feast "Behold what the gods give us today!"
Cost 20: Duration 10 turns. This enchantment causes a great Wheel of Fortune to appear in the center of the city, blessing the city with a random gift from the gods once a season. List and chances of each gift:
+3 Gold 30%
+2 Materials 25%
+1 Metal 20%
+1 Crystal 15%
+1 Population 10%
This would need to be play tested for balance, but I like the random nature. This should be the weakest spell in Enchantment after all, and the possibility of getting a population when your housing is full does introduce some risk.
I think I can get the modified air and fire spells working.
However, there is no randomness in spell casting at the moment. It could give one certain benefit but could not change from season to season.
Hmm...I could cause a goodie hut to appear next to the city which could give those items. What do you think?
I think that creating the goodie hut is a great idea! Maybe change the cost to 5 to reflect that you are only going to get the bonus 1 time? Use a 30 turn cool down to stop the spamming? I think play testing would sort out what would be the right balance of the rewards, as some of those seem a little small if not done in a stream.
Maybe change the flavour text: "Makes an offering of mana to the gods of chance, causing them to send their emissary the Blessed Wheel of Fortune"
I will add a "Wheel of Fortune" to my to try and do tile set. Right now I am planning on taking a crack at Wheel of Fortune, a tile on fire, and a tile covered in slippery looking ice. I won't get a chance to work on these before Sunday, so if anyone else wants to have a shot please speak up.
John_Hughes, based on your past tiles, I am at you.
Okay, I was hoping to have some time before I took off for a week to get some more spells out. It may not happen until I get back. I will try to get something out today before I leave, but I can't promise it will be out.
Hopefully, we'll have some news about the mod czar by the time I get back.
I am bringing my computer with me on my trip, so if I get a moment, I might be able to mod a little. We'll see.
Happy New Year everyone!
v0.20 uploaded. Added the Gift of Fortune spell, which creates a goodie hut with a random "gift" from the gods.
Please let me know what you think about balance and if the spell fits. You can currently cast it anywhere in your territory and the goodiehut will show up after you move (engine limitation - it doesn't show up immediately). Don't cast it on your city, as this tends to cause problems (like it won't show up).
Enjoy!
Good deal, Happy New Year! Hope you and the Mrs. have a good holiday. As for laptops, remember the trick to staying married to a kind, patient, loving woman is to not make her exercise the second virtue too often.
Just wanted to get the ideas out of my head for the last Level 2 Battlefield spells:
Earth > Level 2 > Grasping Hands "The sovereign plunged his hands into the earth as if it was water; an instant later one of the enemy guards let out a yelp of surprise as a fist of stone rose up and grabbed his ankle"
Cost 30: Range 4 tiles from caster. Causes stone hands to rise out of the ground and seize a unit preventing it from moving that turn. During subsequent turns the hands attack (5) the unit; if they resist the damage they are free to move, if not they are stuck for another turn. (full action points, just can't move) Units subsequently moving through the tile while the spell is in effect are attacked; if successful they are then stuck. Duration 2 turns. Plus 1 turn duration per 10 Intelligence. Plus 1 attack per earth shard.
Air > Level 2 > Head Wind "The sovereign let out a booming exhale and it seemed like something made of mist in the air started dancing in front of their archers!"
Cost 30: Range Infinite. Causes a spirit of the wind to dance in front of the enemy, spoiling their ranged attack. This is a unit enchantment; all troops gets -35% Accuracy and -2 Attack. Duration 3 turns. Plus 1 turn duration per 10 Intelligence. Minus 1 attack per air shard.
I created a tile to go with the new "Altar of Fortune" spell and Murteas has been kind enough to decided to use it in the next Grimoire release. (looks better actually in game, without the rotation it does not look right) Below are some screen caps, please let me know if you have any feedback.
In Game
In Editor
Okay, version 0.21 is up. Included the new graphics for the Fortune Altar from M. Agrippa. They look really good in game. Great job. I adjusted the values a bit for the resources that come up so you should get a little more diverse set of things from the altar. Let me know if you like the balance or if we need to adjust it.
Thank you to everyone who is using this mod, I know it isn't the fastest moving mod, but I am excited to add more spells, and keep them in line/balance with the main game and fill the voids that we currently see in the vanilla game.
The Tome of Master Agrippa (i.e. Battlefield spells) are up next! Stay Tuned!
Sorry Gents, was away. If you have a need please PM me as I will always them when I hit the Forum.
Goodie Huts are fun.
No worries John, I noticed that you were kind of busy creating awesome buildings for Living Stone. Well do I understand the limited nature of time to mod, was more if you were interested / inclined. Gave me a kick to start playing with the tile creator in any case. Do you have any tips on zoom performance, I think it looks really good in game until you zoom in to the closest settings, where it looks short if a character is standing next to it.
What would be cool is if you could help us with tiles for some of the spell effects described for the upcoming Battlefield chapter. The spells are all outlined in the above thread, we are working on doing things that affect one tile in a tactile battle. I currently have a version of the Ice tile I am working on, just not happy with it yet (should have it polished off this weekend). There are also the Air and Fire tiles, so please just post if you want to reserve any of those.
The most difficult tile would be the Earth one "Grasping Hands", would you want to have a crack at that? If you are not stoned out from EF stuff, I would really like to see your take on that one.
Sure. Let me see what I can conjure up.
Conjured... Sent files so you can see them on a Map. Note the unique decal I created. It is included. I added the Civilian simply for scale. He is base size. Let me know what you's think.
http://dl.dropbox.com/u/8370296/Grasping_Hands.rar
John,
That looks really good. Excellent. I will get that incorporated as soon as I can.
I am running into the simple problem that even though I can make the decals show up and I can make them take effect a single time (for example if you actually cast it on someone), I can't get the tiles to take effect if someone moves through the tile. So, I do have a wall of flame spell that looks great (based on a commented out spell from Stardock), it will only hurt someone the first turn if they are in the fire, but not if someone comes into the fire on a different turn. Frustrating.
So if anyone has experience using the tile effect spells let me, or if you have gotten it to work in tactical combat, just let me know. Otherwise, I'll keep trying and see what I can get to work.
I tried something similar recently, to apply effects to tiles in tactical combat. No success. PlaceTerrain, PlaceEnvironment doesn't work. Tried copying the modifier found in the strategic spell Inferno. Didn't work.
Howdy, first up for feedback my iced tile for Freezing Rain. Not sure how well this will scale in tactical, so lets just call this one draft 1:
With the Sparkly:
And at what I believe is scale:
Could really use any suggestions here, the "winter" stuff is very snow heavy.
To respond:@ John That is freaking fantastic! I really like the decal; were you going for the effect where you matched the cracks to the fingers? What were you thinking for multi-model units? Scaling them up would make perfect sense to me, but is it even possible to detect the number of models and choose a tile appropriately?
@bout Annoying Engine Limitation: Well, that is a pain and I hope you triumph while I am typing. We can also change the spells a little to fit the restraints. Consider the goals of the spells; have elemental ways to affect tiles in the battles to make them more strategic. If we get something functional and get art packs going, we can always refine the rules after testing.
Earth> Grasping hands: we could change to be a rooting effect where they cannot move and suffer a muti-turn damage effect off of the initial attack. How about: Duration 2 + 1 earth node; damage 2 + 1 per 10 INT.
>> It is more powerful against a single unit, but still has the effect of making someone stand and fight while being hurt.
Water > Freezing Rain: make it a rooting effect as well, keep the penalties to accuracy and dodge, and increase the range to 8 to make it more powerful.
Would be nice for shutting down ranged units, slowing units up during initial charge, and a debuff in the middle of a tough fight.
Range and different effects would allow them to play differently. I would say a cool down of 10 on each; these should be a big trick to pull out of the bag. Let me think about how we could change the others; any thoughts about this approach?
Yes, trying to get a "coming out the ground" look. We have obvious issues for Tactical as noted above but getting a feel for a look never hurts.
Scale was/will be an issue until we/I can test to see how it can be set to accommodate the variety of group sizes (4,8,12) etc. I will play around in game tonight and take special note of space usage by groups on both the Tact and Strat. map.
The rooting ideal could be ideal. I think the "miss your next turn" item, as seen in game now, would be sufficient. AS you noted, anything to shut down ranged or multi move units for a time would work.
I was unsure about Tactical use as that has not been done, to my knowledge, and HF seems to confirm that, but Strat. use could still be useful... if the player doesn't have Teleport already.
M. Agrippa, have you tried applying the Snow terrain type and how does that look?
Quoting Heavenfall, reply 71I tried something similar recently, to apply effects to tiles in tactical combat. No success. PlaceTerrain, PlaceEnvironment doesn't work. Tried copying the modifier found in the strategic spell Inferno. Didn't work.
Any idea how they get the Rock Slide Spell to function as it does? It places Tile data, and even has a removal Turn timer applied. I have no idea on the code side but that same affect should be usable????? (please forgive my making such blatant and unfounded assumptions)
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