*******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.
I was wondering what people's thoughts were in regard to "Blink"? Should we include it in a post 1.19 release of the Grimoire? I am inclined to say yes, just modify as follows:
Fixed Blink
Up mana cost to cast; intelligence requirement to 20; put it on a tactical cooldown of 100 to stop the spamming exploit; give it a max range of 5 tile to move caster. Would preserve the idea of the spell while shutting down the cheese; have to wait and see what we can teach the 1.19 AI to do to see if we could make it use this well.
Thoughts?
I am playing with an item that adds a blink ability similar to the shrills with a cooldown of 10, range of 5 squares ,require 50 int, and use 50 mana.
harpo
I think the cooldown (10+) and the manacost (??) is the most important. I wouldn't mind seeing this spell in the grimoire.
I don't see any reason why we couldn't add it in. Playtesting will tell us if it gets used by the AI or not.
@ Harpo: I like those ideas for an item, but I don't think we need to use an INT that high (never get lower AI casters to use it that way)
How about we try out the new "Blink" @ range of 5, cool down of 20, mana of 16, INT 20? This should keep it's use limited, around once a battle except for the epics. Thoughts on these numbers?
Should we put it in Spell Fixes or Agrippa's Tome? (where other tactical spells sit currently)
considering it is part of my cheesy rings mod and there are three rings that add 30 int and three other rings that also add 10 and other boosts, and the highest un leveled int that I have had on a level 1 caster with all rings was 115, a 50 int is easy to achieve, just expensive as the blink ring is 8000 gildar and the multiboost rings are 1500,2000 & 2500 gildar.
Chuckle, thanks for the perspective on your ring's requirements harpo. Unfortunately I am not skiled enough with my bouzouki to play in that cheese shop.
I just downloaded the new 1.19 update, and it looks like they have added a new painting and assorted art elements for Windshield, and left the old "Blink" artwork and assets in place (or at least it was left in my GFX directory, did not try a clean install) Therefore I say add it in with all the same assets, modded to use the rule set I suggested.
Sounds good. I'll add it in for the next update.
magrippa, all you need to play in the cheesy shop is LOTS and LOTS of gildar as one hero(level1) fully equiped with all the cheesy rings, is going to cost 16520 gildar, but will depending upon weapon(prefer ranged, but will have 120+combat speed, 90+attack,27 healing per turn in combat, 30 sight range,90+ int, 90+dodge, 60+accuracy, 150 dex and a blink as I outlined above, and given ANY ranged weaponwill be able to attack and WIN almost any large city with LARGE defending forces mostly due to the high combat movement boosts from the high multi boost rings and the combat boost rings(at present the combat move boost rings (all 6 of them )give an additional 120 moves in combat.
I had designed the set to help me to use the sov as a solid attack platform for cleaning out redic world redic ai's on large worlds, and as I have seen in a single town that I attacked 40+ opposing troops that had many ranged attacks that stunned my sov, but with the very high health & healing was able to eventually get to kill all the opposition.
Ok, I've been doing particle effects for the grasping vines. It shows up and everything is fine but... After 3 turns when the spell is deactivated, the effect shows up again! Does anyone know if this "feature" can be disabled?
If not, I'll have to create something new that works both for when casting and for spell deactivation.
I'm not sure there is a way we can prevent what you are seeing. I'll let you know if I find anything that may help.
Instead of having an effect for the spell it might work out better if you use a World Prop instead. In the spell def add a game modifier similar to this:
Create a Tile (in this case called "SpellTileEffect") that only consists of your spell effect. It should then only run for the duration of the effect even though the tile will be there for the whole duration. The world prop will then be removed at the end of the duration without running the effect again. Note that any SpellDefEffect used in the spell will be run at the start and end of the spells duration (if I recall).
There already is a tile/world prop like that for the spell in question (Grasping vines) (a rather excellent looking tile as well, whoever made it!)
But I think it will be even better looking combined with a particle effect.
Ok here's a first preview of Grasping Vines with particle fx. Might need some polish.
John_Hughes did the Grasping Vines tile, it went though a lot of rounds to end up at the great place it is.
I happen to agree on better spells via combination, and really like your particle effect, particularly the green burst with the grass before the full tile kicks in / out. My only polish point based on video is to tone back the bubbling effect that is at the end. Currently it goes on for a while, looks like ~6 seconds. I think this is a little too much "after effect" at the end for a level 2 spell, maybe try cutting the lingering bubbles to 3, maybe 4, seconds?
This is all just IMHO; dealing with timing in animation like this is always nit picky stuff. Great work on the effect!
Magog_AoW how did you put the video straight up in the post like that?
Looks great! Agree with M_Agrippa on the length of the after effect, but overall I am very impressed. Let me know as soon as you are ready and I can put it in the mod so it can be in the next release.
Very cool indeed. Certainly adds to the spell. Now that it has such a cool effect, I wish the spell lasted longer. LOL! Now that is a true collaboration. Well added Magog.
Ok here's the final version, unless there are any complaints...
The bubbles made it look like poison plants, so I turned them into tiny magic residue particles instead and changed their speed settings (and it looks better in game than on youtube...)Download the xml here: http://www.shell.linux.se/dsk2293/ewom/Grasping_vines_4.xml
I also need the following changes made in MG_Battlefieldspells.xml: <SpellDefEffect> <EffectName>Grasping_vines_4</EffectName> <LocalPosition>0,0,0</LocalPosition> <EffectScale>1</EffectScale> <EffectDelay>0.0</EffectDelay> <SnapToTerrain>1</SnapToTerrain> </SpellDefEffect>Can I do Howling wind next?
Magog_AoW, Looks Great! I will get the changes in the next version and get it released ASAP.
Please give Howling wind a shot. I'm excited to see what you come up with.
On another note: I am at a standstill with the shard curse spells. I just can't get them to work to cast on the shard itself. We can remove resources from the cities, but can't effect the resources.
I really like the caged shards you guys made, and I want to use them, but we may have to figure out something else to do with them until the spell system allows resource effects.
edit: v0.33 up - didn't have a chance to test it yet (always a dangerous thing to do), so if someone wants to make sure I didn't mess up the spells, feel free.
@ Magog, that looks fantastic! I have modified the list so you have Howling Wind. (I also noticed that the list is kind of useless in the middle of the thread, but it helps me at least)
I was also thinking about Grasping Vines, and had an idea: I think we should change this to be a damage over time rather than just have the damage at the beginning. That would make it play even more differently than Flame Burst, and makes sense with how the unit is stuck in all those nasty wiping vines. Plus gives another reason to dispell it... Thoughts?
Should we move the list to a new thread, and I can put a link to that thread in the first post? Just a thought.
We can certainly change Grasping Vines to a DoT spell. Let's see if anyone else has an opinion.
I (and probably others) would be interested too.
Best regards,Steven.
He sent me a pm with this
Here's a screenshot of the html.
In youtube theres an embed button, and then you choose "old style", paste it in and wrap in <p>-tags I think it was.
http://www.shell.linux.se/dsk2293/ewom/html_dutub.JPG
DoT for Grasping Vines struck me the other night as I watched a unit I had stranded sitting in them, seems like it would add to flavour of spell. Also does anyone else try and always use Flame Burst on a diagonal to maximize the space the targeted unit will have to travel? I particularly enjoy Bursting a fast unit into a slow ones path...
Since a bunch of other mods currently have artwork upgrade threads going, how about we hold off on splitting out an art creation thread? Magog is the only one doing the outstanding stuff right now, and I have the tiles for Curses covered. How about we wait until we have a new Chapter that needs stuff and post a list of everything outstanding at that point? Currently I am focused on testing with the 1.9 beta series AI and its more dangerous casters.
I also had an idea for a new spell for the Battlefield Chapter, using John_Hughes excellent "Grasping Hands" tile. Something a little more defensive this time:
Earth > Level 1 > Shelter Hero: "The sovereign caused giant hands of stone to enfold and protect his hero, as gentle as a caring parent"
Target: Friendly Champion; Cost: 10 Mana; Duration 5 turns; Earth Shard required; Hands rise up and protect the champion from harm, adding 10 Def, 10 INT, and giving Regeneration 2 for the duration. Target cannot move, counterattack, or take any action.
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