*******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.
Unfortunately, there is no good way to effect 2 groups of people with one spell. It either has to effect enemies or friendlies, can't do both until they change the way things work. Sorry. I have some great spells to suggest once we get that type of spell working. New version going up in a minute. Same link as before.
Wall of Flame will not!!!! push people back. I don't know why, I am using the same code as another spell. I'll have to figure it out, but try these out.
Ok who is the wise guy? I cast the Wheel of Fortune and got took for -5 Mana (wtf) LOL! Very cold lads, very very cold.
That was Murteas idea.
I just bumped up the pain on the (balance / fun) pass we discussed that is due to roll out with the next major mod release.
But there is chance of Crystal, Housing and Elementium in it as well. Fortune is a feisty mistress.
Ok here is a new thought for the Grasping_Hands internal movement issue/dilemna. How about we try out Vines instead.
I have added a Vines version to the Spell book, you just need to place the Grasping_Vines.xml in the Tiles folder. (sadly manually, as the .rar was pieced together)
Also, as penance for my outburst earlier about the Ice Tile I have included a prelim idea version for your thoughts lads, especially M.Agrippa's.
It can be tweaked and otherwise colored to suit however best the feel you were seeking.
I left the blue flowers in this version but will confess it looks pretty good with ALL white..
Let me know.
http://dl.dropbox.com/u/8370296/Grasping_Vines.rar
Good Ideas and testing them now. Would be nice to have some early game spells like what you are talking about.
SerinMaldy,
Welcome, if you want to give ideas or suggestions for any spells you would like to see, feel free to post them. The beta version really isn't balanced, but is more to test the new spells. Feel free to try the version in the first post, or the beta if you want to help test.
We'd welcome any and all feedback. And if you want to try your hand at modding a spell, or adding graphics, let us know and we'll guide you through it if you don't already know how to do it.
=================================
To those testing the beta -
BTW - I made the changes to the altar of fortune already, so you may need to download the beta again. I reuploaded it about 4 or 5 times today, so make sure you download again as I fixed several bugs in the later versions.
So John, do you like the chance to have something bad happen or do you want it to be only good fortune. Should we let people know that something "bad" could happen, it really is a low chance, but it still is a chance.
@John: Snort. no worries, if you think that is negative try feedback on user acceptance testing from data analysts. I will joyously try and use anything you can throw my way. Hell take a crack at it. Worst thing that happens is we end up with multiple ice effects to use for different spells? As the engine matures, spells that do multi-tile effects that visualize randomized and different tiles instead of the old paint the same? In short
& good sir.
I like the Vines a lot; maybe we can sub that in for the effect at this spell level and come up with another spell / idea for the hands? I say;
1. Put the cool "Hands" tile on the back burner till we get something more on what is coming up to control movement.
2. Expand the "vines" out to fill more of the tile, a fat cross + shape rather than the current =
3. Add something in a subtle green lighting effect to the vines. Something swamp gas like?
4. Put that in for the Earth Level 2 effect. Let me think about Lore...
@ Murteas: I really like the sovereign traits as you implemented them, it allows for element specialized wizards from the get go. I think you should add the Sovereign traits as a chapter to the Grimoire. The numbers feel good, and I like the icons. Felt like a natural part of the game first time I made a sovereign. Betcha 5 karma something almost equivalent to these game effects is in the first expansion. Maybe write it up and post for a balance round?
Chapter Title Suggestion:"Birthstar Blessings"
I was also going to offer some code; how about I write a hack mod for testing that keeps the spells cheap and available to do art, effects, game play testing stuff with (plus hunt bears mercilessly). Murteas that way you just need to update the main mod and worry about overall balance; drop in the brace if you want to fire up an animation test, delete to sit back and play a game. I will try and keep the brace good for all the spells that have arty components people might want to work with.
Thoughts?
Yes, the Vines can be worked on for coverage. I think I forgot the Ice Decal last night too. It was late. Will upload first chance, I will take the opportunity to tweak both further. Quoting Murteas, reply 106SerinMaldy, Welcome, if you want to give ideas or suggestions for any spells you would like to see, feel free to post them. The beta version really isn't balanced, but is more to test the new spells. Feel free to try the version in the first post, or the beta if you want to help test. We'd welcome any and all feedback. And if you want to try your hand at modding a spell, or adding graphics, let us know and we'll guide you through it if you don't already know how to do it.=================================To those testing the beta - BTW - I made the changes to the altar of fortune already, so you may need to download the beta again. I reuploaded it about 4 or 5 times today, so make sure you download again as I fixed several bugs in the later versions. So John, do you like the chance to have something bad happen or do you want it to be only good fortune. Should we let people know that something "bad" could happen, it really is a low chance, but it still is a chance.
I was just surprised the Altar of "GOOD" Fortune did not shine on me that time. With more thought it is good to have some WTF moments every now and again.
@M. Agrippa
I know from where your coming. Indeed we can not have enough effects, perhaps a "chance" can be appplied? to which Tile is added? (wishful thinking I know)
@Murteas
I will attempt to get some unigue Art together for the Hands and Vines Spells soon. Medallions and Book based stuff.
P.S. Great work all, it is coming together rather nicely indeed.
New beta posted with the new tiles from John. I am currently working on getting the fire spell to push people back. Once I get that working, I think I'll set the spells in the right spellbook, and add any graphics you might have ready, and we'll release it to the public and let them try it out.
Make sure you download again to get the latest stuff: http://dl.dropbox.com/u/12727985/MG_Beta.zip
John & Agrippa - I really appreciate your work on this. You guys are awesome!
@ John - Graphics for medalliions and the book would be great!
@Agrippa - Yeah, if you want to write something to help us test this that would be great. I currently use svn to manage my code/mods so that I can revert if I have to, but it is a pain to have to change the values constantly.
The sovereign talents have been added to the mod as a separate folder (meaning they can be easily deleted if someone doesn't like them).
Since we are in GO mode here is another Ice Tile with unique Decal. Drop in gfx\terrain\decals (unless \mods gfx\ works?)
Please have a look and let me know. I think it is pretty close.
I might suggest though, that perhaps we need to stop ALL enemies, for one Turn at least (they are sliding about), so the Player can see the fine work being presented, before the enemy runs out of them. LOL
I will tweak the Vines Tile tonight. The enemies lose of movement in that one is great. I will fill out the Tile so internal movement is not a visual issue.
http://dl.dropbox.com/u/8370296/Slippery_Ice_2.rar
You can place a decal in the mod\gfx folder, but it won't show up in the editor. It will still show up when the tile is used.
@ Heavenfall, I implemented the sovereign traits that you mentioned. Check it out if you want. Was that what you were thinking about? Or something else?
Yeah, cool. Don't forget to include the resources somewhere, if the player isn't running ACP.
@John: Its a gift of Fortune, not GOOD fortune. The idea is to make it relevant through the course of the game by giving just enough resources (with a huge variety) to enable you to make a decision as a player. I agree the WTF moments add to the spell. Without the chance of bad, the good is not as fun.
I really like the "frozen" decal but I think it looks more "snow" than "ice". Blue and green tints in ice are how you know it is getting thick, and thus can be polished on the top and really, really slick (think skating pond). I will play around with it this weekend and see what I come up with, worse thing is multiple effects for when the engine matures and wishful thinking becomes implementation decisions. I have some ideas for snow spells anyways...
I like the stop to all enemies for 1 turn for Freezing Rain. The idea is that you can make one enemy unit fight at a disadvantage, and thus create a defense barrier for weaker units around the tile in the middle of a clustered fight where movement becomes limited (think two armies fighting). Nothing but playtesting to tell if that is the right call.
I will try to put together the mentioned art hack mod; I know what maintaining multiple code branches can get to be like, so I will try and shoulder some of that time burden. I am not going to be creating medallions, book paintings, and other cool art, but will happily enable those who do.
Code, that is something I can do.
So you guys want freezing rain to be against all enemies, instead of just a single enemy (how it is right now)? Or I could do it in an area of effect, if that works better.
Okay, so after fighting with the push back effect of the fire spell, I thought I would try the spell I was basing the effect off of to make sure it works, guess what the actuall spell (Titan's breath) doesn't work either, it in fact does nothing!!! So I don't know how to push people back right now, we may just have to cause them to lose a turn.
Ideas? thoughts? Has anyone every used Titan's breath successfully? (in the vanilla game).
Quoting Murteas, reply 115So you guys want freezing rain to be against all enemies, instead of just a single enemy (how it is right now)? Or I could do it in an area of effect, if that works better. Okay, so after fighting with the push back effect of the fire spell, I thought I would try the spell I was basing the effect off of to make sure it works, guess what the actuall spell (Titan's breath) doesn't work either, it in fact does nothing!!! So I don't know how to push people back right now, we may just have to cause them to lose a turn. Ideas? thoughts? Has anyone every used Titan's breath successfully? (in the vanilla game).
I have tried Titan's a few times and as you noted, NADA. What about a random move to an open Tile as the effect? Not sure if you can assure the move is backwards, but it may be worth a shot.
Got a hint from Heavenfall and I got the push back effect to work!
Linque is going to start working on some particle effects for us (arcane missile, altar of fortune, etc.)
I'll get these spells ready for public consumption. Let me know what you guys think about the new effects, and if you still want to tweak them before the next release.
edit: new beta available with fix for flame burst spell (changed from wall of flame). This is a release candidate (with the exception of moving the spells to the correct spell book and level). Let me know if you like the changes to the spell range/area of effect/duration/damage/etc. Mana costs are currently 20 but that may need to change.
http://dl.dropbox.com/u/12727985/MG_Beta.zip
BTW - There is an exploit with the guardian spells. They aren't dismissed when you cancel the spell. Don't know if I can work around it. We may have to make them a one time cast and limit it to the sovereign.
Thanks Heavenfall! & Welcome Linque!
Freezing Rain Rules: I think what John and I were suggesting is that Freezing rain is one tile effect, stops the target for 1 turn (might require 2 turn duration), and debuffs them for the duration of the spell that they stay in that tile. Does this make sense?
Vines Lore: The sovereign plunged one hand into the earth as if it was water; grasping wriggling and with his other hand. An instant later one of the enemy guards let out a yelp of surprise as vines exploded from the ground, wrapping his ankles and battering him about.
I say publish to public tomorrow with what you have for effects (use John's Vines after he does the latest polish round). Comment out "Hands" for now and we can keep the art in reserve. This way we can get playtesting going in earnest. Honestly I expect the graphics and effects to only get better with time & iteration, playtesting is what takes awhile with this higher level stuff.
Gentleman, let me be the first to say we are now a Pinned Mod. Congrats Murteas, nice to be ranked among the kids.
I will be testing the Battlefield spells after work today; I wanted to get a couple thoughts I have had about the Cantrips out for discussion.
Arcane Missile: John, you had mentioned that you think this is a bit overpowered at 5 mana, and I can see that line of thinking due to its power scale rising in step with Arcane arrow. I have not had a chance to do a lot of late game testing to play around with this, but I wondered if putting it on a different power scale increase could keep the beginning game fun while making it not so obvious a spam choice later. Say:
Damage = 4 + 1 per 10 INT
This still makes it strong early game, but the power curve is now much shallower.
Summoned Weapons & Upgraded Weapons: Playing with this mod & Kenata's Upgraded Weapons makes the Blade & Shillelagh feel a little underpowered versus the normal set of weapons (played with vanilla game they are great where they are). I am going to do a sub-mod a la my Elf Upgraded Weapons for these, was considering adding the following abilities:
Shillelagh of Life= +1 Move; Rest
Blade of Death= Double Strike
Summoned Weapons & Art: I think that both of these should get a graphic makeover to reflect their magical nature and differentiate characters equipped with them in tactical combat. My inspiration is Artifact and its colored / graphically enhanced models; updates to the icon would be cool as well. Ideally these should NOT duplicate the appearance of anything used in Artifact to keep the two mods playing well together. I am throwing this one wide open for submissions in the hopes of attracting a better artist than me.
As always eager to hear Thoughts?
Hey hey, Congrats on the Stickie Murteas. Guess we have to keep up appearances now. LOL!
Here is the Grasping_Vines 3.0. I will keep working on medallions and the like.
Just had an idea. Since you can have a strategic spell that effects a tile to do damage to units in the tile. Do you think it would be possible to make a tile grant effects/abilities/attributes etc when entering the Strategic tile. It may even be possible to make it so the abilities only unlock if your attributes exceed a certain amount.
NimbyJester -
That may be possible, are you thinking of a specific idea you'd like to see? Example:
Bastion of Last Defense: You create a magical fortress that increases your units' defense but only is effective in a small area.
I don't see why we couldn't do something like that, of course with a lot more flavor and more interesting spell
@John, I get a resource not found error when I try to download your latest vines graphics. Could you check on it please?
Will try to get some things updated and plan on releasing the next version this evening. I can change the arcane missile to scale more gradually. I'll try Int/10 + base damage and see how that works out.
Any thoughts on the guardians? Should I change them to Sovereign only and make it a long cooldown?
Whoa! I just noticed I was listed in the credits as inspiration. I have no idea what that even means
Okay, I have made several changes, and this one is a release candidate. Please let me know what you think. I am waiting on any graphics that can be included, but I'll release tonight either way so that we can get it out there. I made a quick attempt at the weapon graphics and model skins, let me know what you think.
I changed the guardian spells to be cast 1 time every 200 turns and only by high intelligence casters and removed the maintenance cost but upped the initial mana cost. Should remove the exploit that was happening before.
Make sure you delete any previous versions before installing this one as a few things have moved places. Enjoy!
@kenata - your upgraded weapon mod gave me the idea for the summoned weapon spells. That's what I was referring to.
@ 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 same
OOXOO
OOOOO
XOXOX
I say Earth > Level 2 > Battlefield spell name is officially changed to Grasping Vines. "Hands" and its tile we save for future inspiration.
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