*******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.
Pagebreaker! Go back one for a discussion of the idea of a Raiding theme.
Great to hear that the curse at least would be viable; I will leave you to test with the actual code and see what else might be able to happen.
Code based questions:
> Could you just switch the "owner" tag for resource? Doing that and loading a tile (with a fixed duration) could be all that is required to enable Stealing.
> Can you prevent building on a resource for a duration?
Thematic Questions: Lets start with the Shards, cause they a kind of important.
> Should spellbooks "Curse" their own shards?
or
> Should they "Curse" their opposite element shards?
So (Fire >Water, Water > Fire, Earth > Air, Air > Earth)
Votes?
Code based reply
The owner of the resource will only effect where the value comes from. The target of the spell will determine where the value goes to, and as you can only have one target then you can't effect the caster and the target at the same time. Although with strategic spells you might be able to fiddle with the spell cost (as it is a global resource) to get the desired result.
I can look at the resource question. You probably can turn off the resource, but I'm not sure you can change owners...it's a good idea, I just don't know if that is possible. Let me start looking at it.
As for shard sabotage, I am leaning towards cursing shards that are not your type, but I don't know if that will make the most sense to people.
I also think it is more fun to have the Cursing spells be against opposite shards. One of the things I think the game is weak on is meta-magic in general, so if we can introduce some of that magic vs magic here great! It also allows for creating 4 lower powered spells; if it was a generic "Curse Shard" then that would need to sit high up in the tree for balance purposes. This makes them much less fun for the idea of "Raiding" to me. I want something to be available at level 1 of an element book so the user has more choice there and can start using them early game if appropriate. (ie, go for Tremor to slow opponents or "Earth Curse Shard" to bust up his magic)
Well people, what makes the most sense?
Just thought the spell target would be the tile resource which would then effect the enemies resources. I think the use of game modifier in the spell would still be effecting your own resources not theirs. Certainly worth looking into and around that area. Though I just got a horrible fealing that we can't alter enemy resources directly!
I like the idea of oposing books of magic cursing eachother rather than a generic "Curse Shard" if it is implementable. I know it's not raiding but what about a spell which boosts a resource tile for a while but then leaves it depleated/lessend for a longer period of time. So over all you get less resources out but get more of them earlier.
When raiding it may be handy to have a fortify spell, granting bonuses to the defending troops. Or if possible a spell that reduces the movement cost in a tile so you can move quickly in and out of trouble, but only along the squares you cast the spell on.
If the focus shifted slightly from Raiding to Resources then you could add some transmutation spells. Like the current mana to gold, you could have materials + mana to metal etc.
Ooh, I like the trasmutation school/tome idea. Things like reverse alchemy also. For example gold - > mana, materials -> mana, metal - > mana. Though, actually nevermind that. Too unbalanced with how abundant some resources can become in game.
Crystals + gold to mana conversion may work, however, they are powering magic items after all.
Materials + mana + gold -> metal could work.
Metal + ridiculous amount of gold + ridiculous amount of mana -> elementium could work also.
Gold + ridiculous amount of mana -> crystal seems okay too.
I was just thinking about it. Would yall like me to make some spells for you?
@ kenata: that would be awesome, did you have a theme for a chapter in mind? I had thought about proposing something for tactical based around your special abilities library. Doing straight up enchantments seemed lame, as it de-values the ability from the stuff in Artifacts, but I thought an expensive, 1 battle "Blessing" of the ability could work. I also am not sure if there is any way to apply something graphical to a unit to have it obvious "one fight only has magic superpower here!" Full disclosure: my idea for a chapter title for these type's of 1 battle only buffs /abilities was "Kenata's Blessings" anyways
I jumped to tactical stuff for obvious reasons, but love to hear your thoughts?
While I have your attention, is it possible to have spells that only have Champs as valid targets? Maybe different spells for hero's then units?
@Nimbyjester / oddrheia: I had actually thought about the idea of a "fortify" spell but think that would work better as a tactical level summoning of earthworks than as an overland spell. Right now there is simply not enough ways to control terrain tactically on the main map without actually having an army in the tile, having people waltz by the "fort" to do what they please. (or throwing up mountains) Bypassed defensive fortifications do have a tradition in military history, but its not good.
My grand evil plan was to add the Raiding stuff, then do a chapter of spells focused on tactical control of the big map. Currently the only spell that does anything like this is "Inferno". I figured it we added more reasons to move around the map and into / out of territory, THEN we would add fun things to do with controlling the map / territory. I am enough of realist about the time Murteas and I have to spend that I want to only focus on one chapter at a time, and not release Road Maps or anything like that (IMO) that is too much documentation work for what should be a very iterative design process. We are building toys, need to play with them for awhile to see if they are fun.
>> Art assets are also very rare and time consuming to produce, and adds enough to the final product we aim to try and KIND of keep up for in-game effects at least. Thus the focusing on small units of spells at a time.
@bout transmutation chapter: Sorry for getting on my game design soapbox here, but this one is something I feel kind of strongly about. I like the idea of having transmute effects, but I think spells would be the worst mechanic to add them to the game. Right now having the resources be geographic serves as the best source of conflict & tension in the game. I am not destroying Ard cause he and Living Stone are bad people. Dude has the crystal, and I gots to have it. The shortages and lack of specific materials is suppose to be a way to choose different strategy, start wars, and a reason to engage in diplomacy (this sucks and is braindead, but that is a different issue than game design. Given time you can fix stupid AI)
I think the proper mechanism for transmuting between resources is via specialized expensive buildings. This preserves the link of cities to resources, offers further specialization of cities, and means that you can plan more interesting strategies. If I take a stronger enemy faction's Metal city, then they can only produce a certain number of plate-armoured warriors. I then just have to survive and do attrition to those units while my strategy to beat them happens. If they are stronger and richer and can cast spells from anywhere to get the resource they need, all this fun goes away. This is why the only transmute via spells currently are the most basic resources (gold N mana)
In short I really like the idea, I just think the focus of this mod would be the worst mechanic to do it with. Make sense?
@ Absolutely Everyone: I see the downloads and view counts, lurkers get off the bench and vote! We have 3 right now for elements "Cursing" their opposite number. How about we keep it open till Thursday night, then I will put up a list of suggested spells?
I will address your post in reverse. As far as I know, there is not way to specify a spell that only has champions as valid targets. Now, this is not to say that it is not workable in some limited way though. If one wanted to do this, a good work around would be to create a special unit stat which we shall call UnitStat_Champion set to 0 by default. One would then mod all of the champions to have some non-zero value for this, though it is not the exact specific of this part are open to debate. Then any spells which one would want to make champion only would simply have to add a multiplication by this stat for the actual value, thereby making only champion units effected. There may be an easier way, but this is all I can think of right now.
As for your thoughts on a set of battle blessings, this sounds very similar to my troop buff spells in the skill library. These spells directly effect all of the various battle stats. However, I am keenly aware that they are far more generic than one would probably like. If you really want this type of chapter, I would be happy to rework those spells to be far more interesting. Send me a PM and maybe we can try to find a time to meet on IRC to chat about it.
@Kenata - We'd welcome any contributions you'd like to make. You obviously have a lot of experience with the Game Modifiers and that is the key to the spells working as they should.
M. Agrippa is going to be managing the next "chapter" of spells, and I'll be modding and putting together releases.
I do have a list of all the spells that were suggested shortly before release that i have put together in a word document (with the person who suggested the idea), I've looked through it a bit, but we can also use that as inspiration if we need to. Otherwise, simply looking at Kenata's library of abilities should give us a huge host of enchantment type spells that could be cast. Also, I am sure they can be modified to do other interesting things.
Keep up the brainstorming, we'll figure out some good ideas this way.
To target only champions and soverign you could have the spell create an item (that sells for 0) and then they use it on themselves (though that would only work as a cast on self spell unless normal units can use items such as healing potions and jerky....
You can use
if it's a friendly champion.
Thanks for the tip Heavenfall! That opens things up for a couple of ideas I have...
Is there any equivalent tag for explicitly targeting an enemy champion?
:Grumbles: Can't get the spells working the way I want... :grumbles and goes back to work the spells again:
Just checking in. I'm keeping an eye on any ideas that come in, but also realize that 1.19 will bring some changes to our spells. If nothing else then the AI tags will have to be added.
Have a good weekend everyone.
*waves*
More spell graphics Managed to get them done closer to elemental style this around, used in-game backgrounds too. And no need for the 'background' icon file this time around either. Just one icon per spell.
Paintings:
Icons:
Grab them HERE
Hope you like them . I know I said I'd do the gift of fortune too, but... I don't have a good image for that. Yet. I'll keep an eye out, though!
@ oddrheia: Thanks, those look fantastic! I pictured the painting for Gift of Fortune being tied in to chance in some way; I had thought of a pair of spinning dice with representations of the different possible rewards on the visible faces (gold, materials, metal, crystal, potion, tiny house, "something bad"). Sovereign like character standing over a roulette wheel with the same icons instead of numbers could also be nifty. Or maybe one giant D20, cause I am a dork like that.
The big thing is that it shows the range of possibilities, and that there be a "bad / negative" one obvious among them. The odds of getting one of those are small, but the painting is the best place I can think of to communicate the range of possibility of the spell. </Art rant>.
Great job! I'll grab the images and put them in the mod for next release. I've been making my own lame attempts at paintings and I am glad I didn't post them because in comparison, mine were really bad.
Ok Guys, Here is what I was thinking for an addition. A new spellbook called the blessing spellbook which features both tactical and strategic spells. MY thoughts on these spells are as follows:
Blessing of Prowess - +attack/+accuracy/+dodgeBlessing of Shadows - no counter attack (tac)Blessing of Retribution - +defense/+counter (tac)Blessing of Swiftness - +combat speed/+move multiplier/+dodge (tac)Blessing of the Coward - Instantly run all (tac)Blessing of the Foolhardy - +Attack/+Defense/doesn't counter (tac)Blessing of the Mind - +Intelligence/+spell resistenceBlessing of Wellness - +HP/+ConBlessing of Greatness - +Prestige bonusBlessing of the Farmer - +Food production bonusBlessing of Lore - +Lore ProductionBlessing of Magic - +Arcane Research
Kenata,
Those look good.
Are you thinking of putting in a Curses section as well?
Do you think that all of the spells would go in the enchantment book?
Would blessing of the farmer be castable only on a friendly hero for example? That would be nice, it would allow us to customize the heroes a bit more.
Interesting thought: What if some of these spells had a +/- aspect to them instead of a maintenance cost (i.e. Blessing of Swiftness gives bonuses but also reduces hitpoints, Blessing of shadows also reduces accuracy , etc.). What do you think, do you like being able to cast and then remove, or should magic cause more permanent changes?
BTW - I think I figured out how to do raiding by playing around with the spell cost (as suggested above). I'm not sure the AI will recognize the benefit, but it should be interesting to try. I'm going to make a few test spells and see what I can do...
@kenata: I like them as well, I think the broad approach would be to decide if you wanted to have them be for 1 tac battle only or more standard permanent enchantment. I actually like the idea of having them be one tac battle only, since their is nothing like that currently, but that is just me.
For the other blessing, those look like city enchantments to me, is that the intended function?
@murteas: hit me up with a PM and code drop if you want me to have a hack at the spells this weekend, I should have some windows. I promise no results other than attempts with enthusiam. EDIT: cool, just saw your success. If your good I will try and focus on putting together a couple of "cursed" shard tiles. Also do you know if it is possible to have spells require more than 1 book? So a spell could require Fire & Death for example?
Here is what I was thinking for the new "Curse Shard" chapter. The idea is that this is a powerful spell that involves some danger to use (thus the extremely short range). If you are cursing a shard within a city's limits, I wanted you to need to worry about the reprisals.
Fire > Level 1 > Mana Drought:Fire busts out across water shard, destroying the shrine and cutting off the flow of mana for 10 turns. Target: Water Shrine. Range 3. Cost 10 mana.Water > Level 1 > Douse Mana:Water falls from the sky floods the fire shard, destroying the shrine and cutting off the flow of mana for 10 turns. Target: Fire Shrine. Range 3. Cost 10 mana.Earth > Level 1> Mana Cap:The earth rises up in a dome covering the Air shard, destroying the shrine and cutting off the flow of mana for 10 turns. Target: Air Shrine. Range 3. Cost 10 mana.Air > Level 1 > Scour Mana: The wind howls down whistling through the Earth shard, destroying the shrine and cutting off the flow of mana for 10 turns. Target: Earth Shrine. Range 3. Cost 10 mana.
Thoughts? I was going to have a crack at a tile or two for these this weekend, depending.
@Agrippa - You can require that something is in the death spellbook and require the possession of a certain shard, but not the other way around (i.e. in fire but require death).
If I can get some attempts done of the spells. I'll send them your way.
@kenata - how do you cause a champion to give a farming bonus. Is there a way to give him the npc farming ability? I've tried a couple of different approaches, but I couldn't get it to work. I know it works for hireable heroes, but I couldn't get it to work as a spell. Any thoughts?
Well My thought was to give create a spell which applies this modifier:
Honestly, I am not certain it will work yet, but it is my best guess.
Murteas, how did you solve the problem of having the spirit guard castable multiple times on the same city?
I had to add a status to the city.
Here is the modifier:
<GameModifier InternalName="STATUS_SummonedCitySpirit">
<Provides>Guardian Spirit Summoned.</Provides>
<ModType>City</ModType>
<Duration>-1</Duration>
</GameModifier>
The Provides tag can have anything in it as far as I can tell, but it needs to be unique for the spells that you want mutually exclusive. Hopefully that makes sense.
@ Kenata - Let me know if you figure out a way to get it to work. I tried that but I couldn't get it work. Maybe I missed something. I was wondering if we had to give the ability to the npcs that includes that modifier. In any case let us know how it goes.
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