Stormworld
a high fantasy mod pack for FALLEN ENCHANTRESS by Heavenfall, with help from EviliroN and jshores.
(Stormworld has also been converted to Fallen Enchantress: Legendary heroes in Children of Storm)
Download
Wiki with installation instructions
And they forged counterfeits from our frame, creatures vile and
obscene, who hungered only for violent congress. These beasts they
loosed upon the land, where they multiplied, no matter how fierce
the Ishroi hunted them. And soon Men clamoured at our gates,
begging sanctuary, for they could not contend with the creatures.
"They wear your face," the penitents cried. "This calamity is your
issue." But we were wroth, and turned them away, saying,
"These are not our Sons. And you are not our Brothers."
from the Isûphiryas (Great Pit of Years)
R. Scott Bakker
Kingdoms
Empires
Rivers
Reliquary
Champions (no Wiki pages)
Monsters
CreditsVarious people have helped with different bits. I have tried to include everyone who have made more than a "comment" in the past. If you feel your name is missing, contact me.https://forums.elementalgame.com/user/2990919 seanw3 - spitballing and feedbackhttps://forums.elementalgame.com/user/3155540 EviliroN - proof-reading and ideashttps://forums.elementalgame.com/user/3823385 jshores - tiles and ideashttps://forums.elementalgame.com/user/2394776 Aeron Astari - art for Reliquary itemshttps://forums.elementalgame.com/user/3364067 RavenX - skin for elves and zombieshttps://forums.elementalgame.com/user/698520 Murteas - Quest Wizard, Logos for Elves, Living Stone, Gnomes, Frost Giants, Lizardmenhttps://forums.elementalgame.com/user/4202839 fsemprini - Icons for Reliquary items
3d models attributions:
Bow of the forest - "reliquary_bowofforest.hkb" and "reliquary_bowoftheforest.png" by Gabriellanzer: http://www.blendswap.com/?author=3036
Pollaxe - "reliquary_hache.hkb" and "reliquary_hache_skin.dds" by Clarabox: http://www.blendswap.com/?author=2895Ancient sword - "reliquary_ancientsword.hkb" and "reliquary_ancientsword_skin.dds" by Aquila: http://www.blendswap.com/?author=23194
Crossbow - crossbow.hkb and crossbowskin.png. Released by Lamoot: http://opengameart.org/content/low-poly-crossbow
3d models attributions released under Creative Commons Attribution Share Alike 3.0:
Venusians - mesh_venusian.hkb, venusian_skin2.dds, venusian_skinwings.dds by thecubber: http://opengameart.org/content/open-tempest-3d-venusian-model-textured
Kami - all files in /Kamiguard/ folder, all files with kamiguard_* filenames. Made for Ryzom MMO http://www.ryzom.com/en/
Faerie - all files in /Kamiforet/ folder, all files with kamiforet_* filenames. Made for Ryzom MMO http://www.ryzom.com/en/
Darkwasp - all files in /kitinvolant/ folder, all files with kitinvolant_* filenames. Made for Ryzom MMO http://www.ryzom.com/en/
Gasques - all files in /Ryzom_Gasque/ folder. Made for Ryzom MMO http://www.ryzom.com/en/
Ryzomshields - all files in /Ryzomshield/ folder. Made for Ryzom MMO http://www.ryzom.com/en/
Ryzombracers - all files in /Ryzombracers/ folder. Made for Ryzom MMO http://www.ryzom.com/en/
Vampignon - all files in /Vampignon/ folder. Made for Ryzom MMO http://www.ryzom.com/en/
Electroalg - all files in /electroalg/ folder. Made for Ryzom MMO http://www.ryzom.com/en/
RyzomCrustacean- all files in /RyzomCrustacean/ folder. Made for Ryzom MMO http://www.ryzom.com/en/
RyzomGibbai - all files in /RyzomGibbai/ folder. Made for Ryzom MMO http://www.ryzom.com/en/
Ryzomshark - all files in /ryzomshark/ folder. Made for Ryzom MMO http://www.ryzom.com/en/
Ahh! Got it, hadn't actually gone into the download area, had only been looking at the notes in the main area. I see now that you have both that version and the older non-froggie.exe version available. Nice!
Cool screenshots for the new terrain. What are the chances of seeing the Frost Giants being able to spread arctic terrain instead of normal fallen one?
I was also somewhat curious as to why Shadow Drakes can not be purchased by champions. I was bummed when I couldn't get my shadow sovereign one. I had to settle for the shadow version of the pony instead. q:
On the side note I've been playing your mod on Huge maps and have no problem with crashes. So it's probably a hardware thing not a mod thing.
Frost giants getting arctic environment: none. It is hardcoded.
Shadow drakes have 15 dodge, that's totally unbalanced to give to a champion.
unfortunately frost giants can't spread arctic terrain due to limitations with 32-bit. to add this they'd have to make it 64-bit only.
HF, I captured a Demonbeast with a collar in the first 100 seasons near my capital... and novv I'm pretty much vvining the game singlehanded, my sovereign and his faithful hound... I'm going up against dragons, doing some shrinking and healing, and the DB eats the dragon. I'm clearing out Curgen's Tomb vvithout pausing to heal or retreat...
For balance's sake, I'd suggest toning the Demonbeast dovvn a bit and protecting them from capture. Beastmaster trait is looking really good vvith these things around...
Regarding the Machinelord trait: Golems are pretty rare. I'd suggest adding a "Manufacture Golem" spell to balance and give it some utility early game, similar to the summon elementals (only one at a time, suggest mana to cast but no maintenance). Ideally, make the golem type dependent on the terrain the summoner is standing on, since that's vvhat he'd be making the golem out of (LOL, that shouldn't be hard at all... Right? ).
It is untameable in next release.
Sneak peek of new burning lands forests: http://i.imgur.com/l4jLw.jpg
NOOOOOOO!!!!
I don't think limiting the content people can enjoy is good idea, and this game itself is already severely damaged from lack of interesting contents in general.
he
harpo
It's not just "getting a strong monster early on", it's also the fact that it doesn't fit its lore (it is already bound by magics to guard the area) and that it guards one of the very few places that drop trophies in Stormworld.
1.5o up
http://stormworld.wikidot.com/versions#toc1
I'm with HF here... Beastlord is OP, sorry guys.
Speaking about OP, something went terribly wrong... I'm right in a battle with the death legion, from the quest where they invade and then are halted (wagon broke)... The death legion mage is able to conjure a death demon which should be level 8 + 1 per death shard... I got before me a level 15 death demon, how this is possible?
And even if he was level 8, a creature with 46 attack and a ton of special abilities is really not a medium quest...
Additional note, death legion berserker is too big, he don't fit the detailed portrait screen.
Like all creatures summoned in tactical, he dies if you kills the summoner.
I believe the phrase is "curve ball".
The way I normally beat this thing is to counterspell the summoner. No demon = easy peasy.
configuration.femm problem
This:
<item> <id>6</id> <type>MODS</type> <category>Folder</category> <name>Stormworld_Rivermod</name> <destination></destination> <required>0</required> <requirements></requirements> </item> <item> <id>7</id> <type>INSTALL</type> <category>File</category> <name>Stormworld_Rivermod\TerrainTypes.xml</name> <destination>\data\English\</destination> <required>0</required> <requirements>6</requirements> </item>
do not install item 7! Modify to:
<item> <id>6</id> <type>MODS</type> <category>Folder</category> <name>Stormworld_Rivermod</name> <destination></destination> <required>0</required> <requirements>7</requirements> </item> <item> <id>7</id> <type>INSTALL</type> <category>File</category> <name>Stormworld_Rivermod\TerrainTypes.xml</name> <destination>\data\English\</destination> <required>0</required> <requirements></requirements> </item>
Hahaha... I had the same quest, about 40 seasons in. My tvvo champions couldn't get close to the summoner, lasting for tvvo demon turns. I didn't think that vvas a medium quest either...
ev4debug the file is no longer installed there.
Giving Anthys a try with twelve opponents. Should be interesting!
Don't blame me if you crash!
Sorry, taken an old configuration file
Just won a game with drotas.
Couple of remarks.
The web ability of default militias doesn't work.
I designed myself archer units with venomous and webs (figured it would be clever), but the web ability didn't worked and the venomous didn't work on bows. The first is a bug, the latter I think would be a nice benefit for drota. There could be also venomous II and III with stacking effect.
They don't have mounts, trained spiders have move of 3, it would be fine to have a jump trained unit trait to give them additional move.
The animations are somewhat strange, when they get killed they are split in halfs, interesting effect, but feels a little unpolished.
Secondary issue, when I was attacking with spearman unit against multiple figures units, the damage was calculated properly but individual weren't dying. leaving me for example four man squad of milita with 1 HP left. When I attacked the same unit with other unit (like archers) the number of figures seemed to be recalculated properly.
Overall great game. I was playing on expert on medium map against gnomes, elves and death legion. Was close to alliance victory but eventually won through master quest.
I was kind of clay colossus. lingering heavily on the sovereign and ogre units (with the king of the wastes tech I got level 9 ogres out of the box). The troops that gnomes was able to mount were really tough, and with their high spell resistance, I was quite lucky they were involved in war with death legion. I managed to sneak two cities out of him, when he marched against death legion, and got him to surrender. That situation was mostly caused by the lack of crystal. I had single source of it through the entire game and with those cool drota traits costing crystal, I was able to pump a unit other than harridan every 20 turns or so.
I was early declared war by all kingdom factions, but as my sovereign climbed in levels, and I settled like mad, my power level climbed high enough to offer first tribute to death legion before they declared war on me, and then make peace with elves. after that and convincing death legion to declare war on elves they kept throwing armies on themselves across the continent with me in the middle. I allied with DL an dcame to be much stronger then elves so they were friendly regardless different allegiance and previous war.
I was strongest in power, but had I been forced to conqest I would have real tough time against either elves or DL, as they were much more advanced an their troops had a lot of hitpoints and very high defenses. In the last turns of the game some event was triggered that dropped deadly stacks of assassins deamons around most of my cities, thinning my units even more.
Stormlord (Drota sovereign) was real cool. the hunter sword kept me moving through most of the game, I was able to score crits (this guy is amazing assassin) against beasts one time after another, and let me solo most of the beasts around. I lucked out on champions though (got only the starting hero, that was also assassin, matching my death magic school, so through most of the game I continued to use the same blind tricks) Only close to the end I got one more level 9 champion also an assassin, and the only variety was brought by the surrendered lord of gnomes.
The monsters were awesome, greater variety was so refreshing, and momentarily scary (beeing surrounded by armies of halfdrakes when you solo with attack 12/defense 10 sovereign) pity I was unable to settle near those demonshrills to have them recruited.
The reliquary items got mixed feelings. It so good to have items that are unique, they actually make you think about them more than choose bigger value of whatever you're maxing or countering. But on general I feel so terrified with that hex (never been hexed yet, after three games) that I mostly carry them to the shop and sell. ... thinking about it further, this are mixed feelings, but I am on the positive side. I like to think during the game.
going for further customization, how about a giant spider with area effect webbing in place of catapults?
also possible unique spell - 'plant spider eggs' with a cost of 100 mana. Target enemy army or caravan. after 4 turns bunch of 4 black widows spring out next to the unit. castable in own territory.
but I disgress. Heavenfall, outstanding job. Amazing mod.
Thank you so much for the detailed feedback. It really helps iron out the flaws in my design.
The venomous trait works as intended, as far as I can tell. It is only +2 poison attack, it is not a damage over time attack. It only gets applied once every time you use the unit to attack.
The same goes for websling, it does its job if you use it right. Although it may be a bit weak as it is now, I will buff its percentage but make oversized units immune to it.
Spear attacks have a broken animation causing the issues you detailed. I noticed it earlier with centaur militia but wasn't able to pinpoint the issue. I can now.
I like the getting split in half animation, but I guess it gets tiresome after a while. I will instead make it a small chance, so that they mostly die in a boring manner but sometimes get split in half.
I will add in next release so all Drota gain +1 Moves in tactical if faction controls 3 or more Air shards, like Angels got for Life Shards. Initially I wanted the Drota initiative to act as a counter-weight for their low moves (you don't need high moves if you get to act more often) but I see now that having 2 moves all the way through the end-game just isn't reasonable.
I'd love a summon spell like that spawn egg stuff, but the problem is that the AI isn't going to use it. So the faction "pays" for a bonus, but the AI won't use it, only the player. That tilts the game balance in a way I don't want it to. Everything in my mod is usable by the AI, except a few items in the Reliquary (hexed items, some others with significant disadvantages that the AI wouldn't know how to use properly like the Son of Decay). If I ignored how the AI used stuff I could make a lot more interesting things, but it is important to me that the AI can use it. It makes the game infinitely more interesting to play.
But what if you created the spell in such a way that it would have a nasty side-effect (let's say 50% of the time) that would make it somewhat risky for the player to use it? Say, it also summons an angry Slag or something like that? Considering it would be castable in own territory, that would create a nice level of risk.
HF, can you create more bandit units? I mean I don't think only humans are capable of thievery.
It would create a fair amount of further variety if you add some rogue elves, or wandering skeletons or other sapient beings equipped lightly from the bandit hideouts.
I thought about it, but it's just soooooooo boring to do (tedious xml). And I almost only mod stuff that I find interesting to mod.
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